3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
24 #include "client/renderingengine.h"
27 #include "client/clientevent.h"
28 #include "client/gameui.h"
29 #include "client/inputhandler.h"
30 #include "client/tile.h" // For TextureSource
31 #include "client/keys.h"
32 #include "client/joystick_controller.h"
33 #include "clientmap.h"
36 #include "content_cao.h"
37 #include "content/subgames.h"
38 #include "client/event_manager.h"
39 #include "fontengine.h"
43 #include "gameparams.h"
45 #include "gui/guiChatConsole.h"
46 #include "gui/guiFormSpecMenu.h"
47 #include "gui/guiKeyChangeMenu.h"
48 #include "gui/guiPasswordChange.h"
49 #include "gui/guiVolumeChange.h"
50 #include "gui/mainmenumanager.h"
51 #include "gui/profilergraph.h"
54 #include "nodedef.h" // Needed for determining pointing to nodes
55 #include "nodemetadata.h"
56 #include "particles.h"
64 #include "translation.h"
65 #include "util/basic_macros.h"
66 #include "util/directiontables.h"
67 #include "util/pointedthing.h"
68 #include "util/quicktune_shortcutter.h"
69 #include "irrlicht_changes/static_text.h"
72 #include "script/scripting_client.h"
74 #include "clientdynamicinfo.h"
77 #include "client/sound_openal.h"
79 #include "client/sound.h"
85 struct TextDestNodeMetadata : public TextDest
87 TextDestNodeMetadata(v3s16 p, Client *client)
92 // This is deprecated I guess? -celeron55
93 void gotText(const std::wstring &text)
95 std::string ntext = wide_to_utf8(text);
96 infostream << "Submitting 'text' field of node at (" << m_p.X << ","
97 << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
99 fields["text"] = ntext;
100 m_client->sendNodemetaFields(m_p, "", fields);
102 void gotText(const StringMap &fields)
104 m_client->sendNodemetaFields(m_p, "", fields);
111 struct TextDestPlayerInventory : public TextDest
113 TextDestPlayerInventory(Client *client)
118 TextDestPlayerInventory(Client *client, const std::string &formname)
121 m_formname = formname;
123 void gotText(const StringMap &fields)
125 m_client->sendInventoryFields(m_formname, fields);
131 struct LocalFormspecHandler : public TextDest
133 LocalFormspecHandler(const std::string &formname)
135 m_formname = formname;
138 LocalFormspecHandler(const std::string &formname, Client *client):
141 m_formname = formname;
144 void gotText(const StringMap &fields)
146 if (m_formname == "MT_PAUSE_MENU") {
147 if (fields.find("btn_sound") != fields.end()) {
148 g_gamecallback->changeVolume();
152 if (fields.find("btn_key_config") != fields.end()) {
153 g_gamecallback->keyConfig();
157 if (fields.find("btn_exit_menu") != fields.end()) {
158 g_gamecallback->disconnect();
162 if (fields.find("btn_exit_os") != fields.end()) {
163 g_gamecallback->exitToOS();
165 RenderingEngine::get_raw_device()->closeDevice();
170 if (fields.find("btn_change_password") != fields.end()) {
171 g_gamecallback->changePassword();
178 if (m_formname == "MT_DEATH_SCREEN") {
179 assert(m_client != 0);
180 m_client->sendRespawn();
184 if (m_client->modsLoaded())
185 m_client->getScript()->on_formspec_input(m_formname, fields);
188 Client *m_client = nullptr;
191 /* Form update callback */
193 class NodeMetadataFormSource: public IFormSource
196 NodeMetadataFormSource(ClientMap *map, v3s16 p):
201 const std::string &getForm() const
203 static const std::string empty_string = "";
204 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
209 return meta->getString("formspec");
212 virtual std::string resolveText(const std::string &str)
214 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
219 return meta->resolveString(str);
226 class PlayerInventoryFormSource: public IFormSource
229 PlayerInventoryFormSource(Client *client):
234 const std::string &getForm() const
236 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
237 return player->inventory_formspec;
243 class NodeDugEvent : public MtEvent
249 NodeDugEvent(v3s16 p, MapNode n):
253 Type getType() const { return NODE_DUG; }
258 ISoundManager *m_sound;
259 const NodeDefManager *m_ndef;
262 bool makes_footstep_sound;
263 float m_player_step_timer;
264 float m_player_jump_timer;
266 SimpleSoundSpec m_player_step_sound;
267 SimpleSoundSpec m_player_leftpunch_sound;
268 // Second sound made on left punch, currently used for item 'use' sound
269 SimpleSoundSpec m_player_leftpunch_sound2;
270 SimpleSoundSpec m_player_rightpunch_sound;
272 SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
275 makes_footstep_sound(true),
276 m_player_step_timer(0.0f),
277 m_player_jump_timer(0.0f)
281 void playPlayerStep()
283 if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
284 m_player_step_timer = 0.03;
285 if (makes_footstep_sound)
286 m_sound->playSound(m_player_step_sound);
290 void playPlayerJump()
292 if (m_player_jump_timer <= 0.0f) {
293 m_player_jump_timer = 0.2f;
294 m_sound->playSound(SimpleSoundSpec("player_jump", 0.5f));
298 static void viewBobbingStep(MtEvent *e, void *data)
300 SoundMaker *sm = (SoundMaker *)data;
301 sm->playPlayerStep();
304 static void playerRegainGround(MtEvent *e, void *data)
306 SoundMaker *sm = (SoundMaker *)data;
307 sm->playPlayerStep();
310 static void playerJump(MtEvent *e, void *data)
312 SoundMaker *sm = (SoundMaker *)data;
313 sm->playPlayerJump();
316 static void cameraPunchLeft(MtEvent *e, void *data)
318 SoundMaker *sm = (SoundMaker *)data;
319 sm->m_sound->playSound(sm->m_player_leftpunch_sound);
320 sm->m_sound->playSound(sm->m_player_leftpunch_sound2);
323 static void cameraPunchRight(MtEvent *e, void *data)
325 SoundMaker *sm = (SoundMaker *)data;
326 sm->m_sound->playSound(sm->m_player_rightpunch_sound);
329 static void nodeDug(MtEvent *e, void *data)
331 SoundMaker *sm = (SoundMaker *)data;
332 NodeDugEvent *nde = (NodeDugEvent *)e;
333 sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug);
336 static void playerDamage(MtEvent *e, void *data)
338 SoundMaker *sm = (SoundMaker *)data;
339 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5));
342 static void playerFallingDamage(MtEvent *e, void *data)
344 SoundMaker *sm = (SoundMaker *)data;
345 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5));
348 void registerReceiver(MtEventManager *mgr)
350 mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
351 mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
352 mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
353 mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
354 mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
355 mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
356 mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
357 mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
360 void step(float dtime)
362 m_player_step_timer -= dtime;
363 m_player_jump_timer -= dtime;
367 // Locally stored sounds don't need to be preloaded because of this
368 class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
370 std::set<std::string> m_fetched;
372 void paths_insert(std::set<std::string> &dst_paths,
373 const std::string &base,
374 const std::string &name)
376 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
377 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
378 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
379 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
380 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
381 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
382 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
383 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
384 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
385 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
386 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
389 void fetchSounds(const std::string &name,
390 std::set<std::string> &dst_paths,
391 std::set<std::string> &dst_datas)
393 if (m_fetched.count(name))
396 m_fetched.insert(name);
398 paths_insert(dst_paths, porting::path_share, name);
399 paths_insert(dst_paths, porting::path_user, name);
404 typedef s32 SamplerLayer_t;
407 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
411 bool *m_force_fog_off;
414 CachedPixelShaderSetting<float, 4> m_sky_bg_color;
415 CachedPixelShaderSetting<float> m_fog_distance;
416 CachedVertexShaderSetting<float> m_animation_timer_vertex;
417 CachedPixelShaderSetting<float> m_animation_timer_pixel;
418 CachedVertexShaderSetting<float> m_animation_timer_delta_vertex;
419 CachedPixelShaderSetting<float> m_animation_timer_delta_pixel;
420 CachedPixelShaderSetting<float, 3> m_day_light;
421 CachedPixelShaderSetting<float, 4> m_star_color;
422 CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
423 CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
424 CachedPixelShaderSetting<float, 3> m_minimap_yaw;
425 CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
426 CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
427 CachedPixelShaderSetting<SamplerLayer_t> m_texture0;
428 CachedPixelShaderSetting<SamplerLayer_t> m_texture1;
429 CachedPixelShaderSetting<SamplerLayer_t> m_texture2;
430 CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
431 CachedPixelShaderSetting<float, 2> m_texel_size0;
432 std::array<float, 2> m_texel_size0_values;
433 CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
434 float m_user_exposure_compensation;
435 bool m_bloom_enabled;
436 CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
437 float m_bloom_intensity;
438 CachedPixelShaderSetting<float> m_bloom_strength_pixel;
439 float m_bloom_strength;
440 CachedPixelShaderSetting<float> m_bloom_radius_pixel;
441 float m_bloom_radius;
442 CachedPixelShaderSetting<float> m_saturation_pixel;
445 void onSettingsChange(const std::string &name)
447 if (name == "enable_fog")
448 m_fog_enabled = g_settings->getBool("enable_fog");
449 if (name == "exposure_compensation")
450 m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
451 if (name == "bloom_intensity")
452 m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
453 if (name == "bloom_strength_factor")
454 m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
455 if (name == "bloom_radius")
456 m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
459 static void settingsCallback(const std::string &name, void *userdata)
461 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
464 void setSky(Sky *sky) { m_sky = sky; }
466 GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
467 f32 *fog_range, Client *client) :
470 m_force_fog_off(force_fog_off),
471 m_fog_range(fog_range),
472 m_sky_bg_color("skyBgColor"),
473 m_fog_distance("fogDistance"),
474 m_animation_timer_vertex("animationTimer"),
475 m_animation_timer_pixel("animationTimer"),
476 m_animation_timer_delta_vertex("animationTimerDelta"),
477 m_animation_timer_delta_pixel("animationTimerDelta"),
478 m_day_light("dayLight"),
479 m_star_color("starColor"),
480 m_eye_position_pixel("eyePosition"),
481 m_eye_position_vertex("eyePosition"),
482 m_minimap_yaw("yawVec"),
483 m_camera_offset_pixel("cameraOffset"),
484 m_camera_offset_vertex("cameraOffset"),
485 m_texture0("texture0"),
486 m_texture1("texture1"),
487 m_texture2("texture2"),
488 m_texture3("texture3"),
489 m_texel_size0("texelSize0"),
490 m_exposure_params_pixel("exposureParams",
491 std::array<const char*, 7> {
492 "luminanceMin", "luminanceMax", "exposureCorrection",
493 "speedDarkBright", "speedBrightDark", "centerWeightPower", "compensationFactor"
495 m_bloom_intensity_pixel("bloomIntensity"),
496 m_bloom_strength_pixel("bloomStrength"),
497 m_bloom_radius_pixel("bloomRadius"),
498 m_saturation_pixel("saturation")
500 g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
501 g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
502 g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
503 g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
504 g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
505 g_settings->registerChangedCallback("saturation", settingsCallback, this);
506 m_fog_enabled = g_settings->getBool("enable_fog");
507 m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
508 m_bloom_enabled = g_settings->getBool("enable_bloom");
509 m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
510 m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
511 m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
514 ~GameGlobalShaderConstantSetter()
516 g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
519 void onSetConstants(video::IMaterialRendererServices *services) override
522 video::SColor bgcolor = m_sky->getBgColor();
523 video::SColorf bgcolorf(bgcolor);
524 float bgcolorfa[4] = {
530 m_sky_bg_color.set(bgcolorfa, services);
533 float fog_distance = 10000 * BS;
535 if (m_fog_enabled && !*m_force_fog_off)
536 fog_distance = *m_fog_range;
538 m_fog_distance.set(&fog_distance, services);
540 u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
541 video::SColorf sunlight;
542 get_sunlight_color(&sunlight, daynight_ratio);
547 m_day_light.set(dnc, services);
549 video::SColorf star_color = m_sky->getCurrentStarColor();
550 float clr[4] = {star_color.r, star_color.g, star_color.b, star_color.a};
551 m_star_color.set(clr, services);
553 u32 animation_timer = m_client->getEnv().getFrameTime() % 1000000;
554 float animation_timer_f = (float)animation_timer / 100000.f;
555 m_animation_timer_vertex.set(&animation_timer_f, services);
556 m_animation_timer_pixel.set(&animation_timer_f, services);
558 float animation_timer_delta_f = (float)m_client->getEnv().getFrameTimeDelta() / 100000.f;
559 m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
560 m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
562 float eye_position_array[3];
563 v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
564 epos.getAs3Values(eye_position_array);
565 m_eye_position_pixel.set(eye_position_array, services);
566 m_eye_position_vertex.set(eye_position_array, services);
568 if (m_client->getMinimap()) {
569 float minimap_yaw_array[3];
570 v3f minimap_yaw = m_client->getMinimap()->getYawVec();
571 minimap_yaw.getAs3Values(minimap_yaw_array);
572 m_minimap_yaw.set(minimap_yaw_array, services);
575 float camera_offset_array[3];
576 v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
577 offset.getAs3Values(camera_offset_array);
578 m_camera_offset_pixel.set(camera_offset_array, services);
579 m_camera_offset_vertex.set(camera_offset_array, services);
581 SamplerLayer_t tex_id;
583 m_texture0.set(&tex_id, services);
585 m_texture1.set(&tex_id, services);
587 m_texture2.set(&tex_id, services);
589 m_texture3.set(&tex_id, services);
591 m_texel_size0.set(m_texel_size0_values.data(), services);
593 const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
594 std::array<float, 7> exposure_buffer = {
595 std::pow(2.0f, exposure_params.luminance_min),
596 std::pow(2.0f, exposure_params.luminance_max),
597 exposure_params.exposure_correction,
598 exposure_params.speed_dark_bright,
599 exposure_params.speed_bright_dark,
600 exposure_params.center_weight_power,
601 powf(2.f, m_user_exposure_compensation)
603 m_exposure_params_pixel.set(exposure_buffer.data(), services);
605 if (m_bloom_enabled) {
606 m_bloom_intensity_pixel.set(&m_bloom_intensity, services);
607 m_bloom_radius_pixel.set(&m_bloom_radius, services);
608 m_bloom_strength_pixel.set(&m_bloom_strength, services);
610 float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
611 m_saturation_pixel.set(&saturation, services);
614 void onSetMaterial(const video::SMaterial &material)
616 video::ITexture *texture = material.getTexture(0);
618 core::dimension2du size = texture->getSize();
619 m_texel_size0_values[0] = 1.f / size.Width;
620 m_texel_size0_values[1] = 1.f / size.Height;
623 m_texel_size0_values[0] = 0.f;
624 m_texel_size0_values[1] = 0.f;
630 class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
633 bool *m_force_fog_off;
636 std::vector<GameGlobalShaderConstantSetter *> created_nosky;
638 GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
639 f32 *fog_range, Client *client) :
641 m_force_fog_off(force_fog_off),
642 m_fog_range(fog_range),
646 void setSky(Sky *sky) {
648 for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
649 ggscs->setSky(m_sky);
651 created_nosky.clear();
654 virtual IShaderConstantSetter* create()
656 auto *scs = new GameGlobalShaderConstantSetter(
657 m_sky, m_force_fog_off, m_fog_range, m_client);
659 created_nosky.push_back(scs);
664 #ifdef HAVE_TOUCHSCREENGUI
665 #define SIZE_TAG "size[11,5.5]"
667 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
670 /****************************************************************************
671 ****************************************************************************/
673 const static float object_hit_delay = 0.2;
676 FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
680 void limit(IrrlichtDevice *device, f32 *dtime);
682 u32 getBusyMs() const { return busy_time / 1000; }
684 // all values in microseconds (us)
685 u64 last_time, busy_time, sleep_time;
689 /* The reason the following structs are not anonymous structs within the
690 * class is that they are not used by the majority of member functions and
691 * many functions that do require objects of thse types do not modify them
692 * (so they can be passed as a const qualified parameter)
698 PointedThing pointed_old;
701 bool btn_down_for_dig;
703 bool digging_blocked;
704 bool reset_jump_timer;
705 float nodig_delay_timer;
707 float dig_time_complete;
708 float repeat_place_timer;
709 float object_hit_delay_timer;
710 float time_from_last_punch;
711 ClientActiveObject *selected_object;
713 float jump_timer_up; // from key up until key down
714 float jump_timer_down; // since last key down
715 float jump_timer_down_before; // from key down until key down again
718 float update_draw_list_timer;
719 float touch_blocks_timer;
723 v3f update_draw_list_last_cam_dir;
725 float time_of_day_smooth;
730 struct ClientEventHandler
732 void (Game::*handler)(ClientEvent *, CameraOrientation *);
735 /****************************************************************************
737 ****************************************************************************/
739 using PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>>;
741 /* This is not intended to be a public class. If a public class becomes
742 * desirable then it may be better to create another 'wrapper' class that
743 * hides most of the stuff in this class (nothing in this class is required
744 * by any other file) but exposes the public methods/data only.
751 bool startup(bool *kill,
753 RenderingEngine *rendering_engine,
754 const GameStartData &game_params,
755 std::string &error_message,
757 ChatBackend *chat_backend);
764 // Basic initialisation
765 bool init(const std::string &map_dir, const std::string &address,
766 u16 port, const SubgameSpec &gamespec);
768 bool createSingleplayerServer(const std::string &map_dir,
769 const SubgameSpec &gamespec, u16 port);
772 bool createClient(const GameStartData &start_data);
776 bool connectToServer(const GameStartData &start_data,
777 bool *connect_ok, bool *aborted);
778 bool getServerContent(bool *aborted);
782 void updateInteractTimers(f32 dtime);
783 bool checkConnection();
784 bool handleCallbacks();
785 void processQueues();
786 void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
787 void updateDebugState();
788 void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
789 void updateProfilerGraphs(ProfilerGraph *graph);
792 void processUserInput(f32 dtime);
793 void processKeyInput();
794 void processItemSelection(u16 *new_playeritem);
796 void dropSelectedItem(bool single_item = false);
798 void openInventory();
799 void openConsole(float scale, const wchar_t *line=NULL);
800 void toggleFreeMove();
801 void toggleFreeMoveAlt();
802 void togglePitchMove();
805 void toggleCinematic();
806 void toggleBlockBounds();
807 void toggleAutoforward();
809 void toggleMinimap(bool shift_pressed);
812 void toggleUpdateCamera();
814 void increaseViewRange();
815 void decreaseViewRange();
816 void toggleFullViewRange();
817 void checkZoomEnabled();
819 void updateCameraDirection(CameraOrientation *cam, float dtime);
820 void updateCameraOrientation(CameraOrientation *cam, float dtime);
821 void updatePlayerControl(const CameraOrientation &cam);
822 void step(f32 dtime);
823 void processClientEvents(CameraOrientation *cam);
824 void updateCamera(f32 dtime);
825 void updateSound(f32 dtime);
826 void processPlayerInteraction(f32 dtime, bool show_hud);
828 * Returns the object or node the player is pointing at.
829 * Also updates the selected thing in the Hud.
831 * @param[in] shootline the shootline, starting from
832 * the camera position. This also gives the maximal distance
834 * @param[in] liquids_pointable if false, liquids are ignored
835 * @param[in] look_for_object if false, objects are ignored
836 * @param[in] camera_offset offset of the camera
837 * @param[out] selected_object the selected object or
840 PointedThing updatePointedThing(
841 const core::line3d<f32> &shootline, bool liquids_pointable,
842 bool look_for_object, const v3s16 &camera_offset);
843 void handlePointingAtNothing(const ItemStack &playerItem);
844 void handlePointingAtNode(const PointedThing &pointed,
845 const ItemStack &selected_item, const ItemStack &hand_item,
846 const ItemStack &place_item, f32 dtime);
847 void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
848 const v3f &player_position, bool show_debug);
849 void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
850 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
851 void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
852 const CameraOrientation &cam);
853 void updateShadows();
856 void showOverlayMessage(const char *msg, float dtime, int percent,
857 bool draw_clouds = true);
859 static void settingChangedCallback(const std::string &setting_name, void *data);
862 inline bool isKeyDown(GameKeyType k)
864 return input->isKeyDown(k);
866 inline bool wasKeyDown(GameKeyType k)
868 return input->wasKeyDown(k);
870 inline bool wasKeyPressed(GameKeyType k)
872 return input->wasKeyPressed(k);
874 inline bool wasKeyReleased(GameKeyType k)
876 return input->wasKeyReleased(k);
880 void handleAndroidChatInput();
885 bool force_fog_off = false;
886 bool disable_camera_update = false;
889 void showDeathFormspec();
890 void showPauseMenu();
892 void pauseAnimation();
893 void resumeAnimation();
895 // ClientEvent handlers
896 void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
897 void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
898 void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
899 void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
900 void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
901 void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
902 void handleClientEvent_HandleParticleEvent(ClientEvent *event,
903 CameraOrientation *cam);
904 void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
905 void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
906 void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
907 void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
908 void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
909 void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
910 void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
911 void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
912 CameraOrientation *cam);
913 void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
915 void updateChat(f32 dtime);
917 bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
918 const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed,
919 const NodeMetadata *meta);
920 static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
922 f32 getSensitivityScaleFactor() const;
923 ClientDynamicInfo getCurrentDynamicInfo() const;
925 InputHandler *input = nullptr;
927 Client *client = nullptr;
928 Server *server = nullptr;
930 ClientDynamicInfo client_display_info{};
931 float dynamic_info_send_timer = 0;
933 IWritableTextureSource *texture_src = nullptr;
934 IWritableShaderSource *shader_src = nullptr;
936 // When created, these will be filled with data received from the server
937 IWritableItemDefManager *itemdef_manager = nullptr;
938 NodeDefManager *nodedef_manager = nullptr;
940 GameOnDemandSoundFetcher soundfetcher; // useful when testing
941 ISoundManager *sound = nullptr;
942 bool sound_is_dummy = false;
943 SoundMaker *soundmaker = nullptr;
945 ChatBackend *chat_backend = nullptr;
946 LogOutputBuffer m_chat_log_buf;
948 EventManager *eventmgr = nullptr;
949 QuicktuneShortcutter *quicktune = nullptr;
951 std::unique_ptr<GameUI> m_game_ui;
952 GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
953 MapDrawControl *draw_control = nullptr;
954 Camera *camera = nullptr;
955 Clouds *clouds = nullptr; // Free using ->Drop()
956 Sky *sky = nullptr; // Free using ->Drop()
958 Minimap *mapper = nullptr;
960 // Map server hud ids to client hud ids
961 std::unordered_map<u32, u32> m_hud_server_to_client;
967 This class does take ownership/responsibily for cleaning up etc of any of
968 these items (e.g. device)
970 IrrlichtDevice *device;
971 RenderingEngine *m_rendering_engine;
972 video::IVideoDriver *driver;
973 scene::ISceneManager *smgr;
975 std::string *error_message;
976 bool *reconnect_requested;
977 scene::ISceneNode *skybox;
978 PausedNodesList paused_animated_nodes;
980 bool simple_singleplayer_mode;
983 /* Pre-calculated values
985 int crack_animation_length;
987 IntervalLimiter profiler_interval;
990 * TODO: Local caching of settings is not optimal and should at some stage
991 * be updated to use a global settings object for getting thse values
992 * (as opposed to the this local caching). This can be addressed in
995 bool m_cache_doubletap_jump;
996 bool m_cache_enable_clouds;
997 bool m_cache_enable_joysticks;
998 bool m_cache_enable_particles;
999 bool m_cache_enable_fog;
1000 bool m_cache_enable_noclip;
1001 bool m_cache_enable_free_move;
1002 f32 m_cache_mouse_sensitivity;
1003 f32 m_cache_joystick_frustum_sensitivity;
1004 f32 m_repeat_place_time;
1005 f32 m_cache_cam_smoothing;
1006 f32 m_cache_fog_start;
1008 bool m_invert_mouse = false;
1009 bool m_first_loop_after_window_activation = false;
1010 bool m_camera_offset_changed = false;
1012 bool m_does_lost_focus_pause_game = false;
1014 // if true, (almost) the whole game is paused
1015 // this happens in pause menu in singleplayer
1016 bool m_is_paused = false;
1018 #ifdef HAVE_TOUCHSCREENGUI
1019 bool m_cache_hold_aux1;
1020 bool m_touch_use_crosshair;
1021 inline bool isNoCrosshairAllowed() {
1022 return !m_touch_use_crosshair && camera->getCameraMode() == CAMERA_MODE_FIRST;
1026 bool m_android_chat_open;
1031 m_chat_log_buf(g_logger),
1032 m_game_ui(new GameUI())
1034 g_settings->registerChangedCallback("doubletap_jump",
1035 &settingChangedCallback, this);
1036 g_settings->registerChangedCallback("enable_clouds",
1037 &settingChangedCallback, this);
1038 g_settings->registerChangedCallback("doubletap_joysticks",
1039 &settingChangedCallback, this);
1040 g_settings->registerChangedCallback("enable_particles",
1041 &settingChangedCallback, this);
1042 g_settings->registerChangedCallback("enable_fog",
1043 &settingChangedCallback, this);
1044 g_settings->registerChangedCallback("mouse_sensitivity",
1045 &settingChangedCallback, this);
1046 g_settings->registerChangedCallback("joystick_frustum_sensitivity",
1047 &settingChangedCallback, this);
1048 g_settings->registerChangedCallback("repeat_place_time",
1049 &settingChangedCallback, this);
1050 g_settings->registerChangedCallback("noclip",
1051 &settingChangedCallback, this);
1052 g_settings->registerChangedCallback("free_move",
1053 &settingChangedCallback, this);
1054 g_settings->registerChangedCallback("cinematic",
1055 &settingChangedCallback, this);
1056 g_settings->registerChangedCallback("cinematic_camera_smoothing",
1057 &settingChangedCallback, this);
1058 g_settings->registerChangedCallback("camera_smoothing",
1059 &settingChangedCallback, this);
1063 #ifdef HAVE_TOUCHSCREENGUI
1064 m_cache_hold_aux1 = false; // This is initialised properly later
1071 /****************************************************************************
1073 ****************************************************************************/
1079 if (!sound_is_dummy)
1082 delete server; // deleted first to stop all server threads
1090 delete nodedef_manager;
1091 delete itemdef_manager;
1092 delete draw_control;
1094 clearTextureNameCache();
1096 g_settings->deregisterChangedCallback("doubletap_jump",
1097 &settingChangedCallback, this);
1098 g_settings->deregisterChangedCallback("enable_clouds",
1099 &settingChangedCallback, this);
1100 g_settings->deregisterChangedCallback("enable_particles",
1101 &settingChangedCallback, this);
1102 g_settings->deregisterChangedCallback("enable_fog",
1103 &settingChangedCallback, this);
1104 g_settings->deregisterChangedCallback("mouse_sensitivity",
1105 &settingChangedCallback, this);
1106 g_settings->deregisterChangedCallback("repeat_place_time",
1107 &settingChangedCallback, this);
1108 g_settings->deregisterChangedCallback("noclip",
1109 &settingChangedCallback, this);
1110 g_settings->deregisterChangedCallback("free_move",
1111 &settingChangedCallback, this);
1112 g_settings->deregisterChangedCallback("cinematic",
1113 &settingChangedCallback, this);
1114 g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
1115 &settingChangedCallback, this);
1116 g_settings->deregisterChangedCallback("camera_smoothing",
1117 &settingChangedCallback, this);
1120 bool Game::startup(bool *kill,
1121 InputHandler *input,
1122 RenderingEngine *rendering_engine,
1123 const GameStartData &start_data,
1124 std::string &error_message,
1126 ChatBackend *chat_backend)
1130 m_rendering_engine = rendering_engine;
1131 device = m_rendering_engine->get_raw_device();
1133 this->error_message = &error_message;
1134 reconnect_requested = reconnect;
1135 this->input = input;
1136 this->chat_backend = chat_backend;
1137 simple_singleplayer_mode = start_data.isSinglePlayer();
1139 input->keycache.populate();
1141 driver = device->getVideoDriver();
1142 smgr = m_rendering_engine->get_scene_manager();
1144 smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1147 runData = GameRunData();
1148 runData.time_from_last_punch = 10.0;
1150 m_game_ui->initFlags();
1152 m_invert_mouse = g_settings->getBool("invert_mouse");
1153 m_first_loop_after_window_activation = true;
1155 #ifdef HAVE_TOUCHSCREENGUI
1156 m_touch_use_crosshair = g_settings->getBool("touch_use_crosshair");
1159 g_client_translations->clear();
1161 // address can change if simple_singleplayer_mode
1162 if (!init(start_data.world_spec.path, start_data.address,
1163 start_data.socket_port, start_data.game_spec))
1166 if (!createClient(start_data))
1169 m_rendering_engine->initialize(client, hud);
1177 ProfilerGraph graph;
1178 RunStats stats = {};
1179 CameraOrientation cam_view_target = {};
1180 CameraOrientation cam_view = {};
1181 FpsControl draw_times;
1182 f32 dtime; // in seconds
1184 /* Clear the profiler */
1185 Profiler::GraphValues dummyvalues;
1186 g_profiler->graphGet(dummyvalues);
1190 set_light_table(g_settings->getFloat("display_gamma"));
1192 #ifdef HAVE_TOUCHSCREENGUI
1193 m_cache_hold_aux1 = g_settings->getBool("fast_move")
1194 && client->checkPrivilege("fast");
1197 v2u32 previous_screen_size(g_settings->getU16("screen_w"),
1198 g_settings->getU16("screen_h"));
1200 while (m_rendering_engine->run()
1201 && !(*kill || g_gamecallback->shutdown_requested
1202 || (server && server->isShutdownRequested()))) {
1204 // Calculate dtime =
1205 // m_rendering_engine->run() from this iteration
1206 // + Sleep time until the wanted FPS are reached
1207 draw_times.limit(device, &dtime);
1209 const auto current_dynamic_info = getCurrentDynamicInfo();
1210 if (!current_dynamic_info.equal(client_display_info)) {
1211 client_display_info = current_dynamic_info;
1212 dynamic_info_send_timer = 0.2f;
1215 if (dynamic_info_send_timer > 0) {
1216 dynamic_info_send_timer -= dtime;
1217 if (dynamic_info_send_timer <= 0) {
1218 client->sendUpdateClientInfo(current_dynamic_info);
1222 const auto ¤t_screen_size = current_dynamic_info.render_target_size;
1224 // Verify if window size has changed and save it if it's the case
1225 // Ensure evaluating settings->getBool after verifying screensize
1226 // First condition is cheaper
1227 if (previous_screen_size != current_screen_size &&
1228 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1229 g_settings->getBool("autosave_screensize")) {
1230 g_settings->setU16("screen_w", current_screen_size.X);
1231 g_settings->setU16("screen_h", current_screen_size.Y);
1232 previous_screen_size = current_screen_size;
1235 // Prepare render data for next iteration
1237 updateStats(&stats, draw_times, dtime);
1238 updateInteractTimers(dtime);
1240 if (!checkConnection())
1242 if (!handleCallbacks())
1247 m_game_ui->clearInfoText();
1249 updateProfilers(stats, draw_times, dtime);
1250 processUserInput(dtime);
1251 // Update camera before player movement to avoid camera lag of one frame
1252 updateCameraDirection(&cam_view_target, dtime);
1253 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1254 cam_view.camera_yaw) * m_cache_cam_smoothing;
1255 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1256 cam_view.camera_pitch) * m_cache_cam_smoothing;
1257 updatePlayerControl(cam_view);
1260 bool was_paused = m_is_paused;
1261 m_is_paused = simple_singleplayer_mode && g_menumgr.pausesGame();
1265 if (!was_paused && m_is_paused)
1267 else if (was_paused && !m_is_paused)
1273 processClientEvents(&cam_view_target);
1275 updateCamera(dtime);
1277 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
1278 updateFrame(&graph, &stats, dtime, cam_view);
1279 updateProfilerGraphs(&graph);
1281 // Update if minimap has been disabled by the server
1282 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1284 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1291 void Game::shutdown()
1293 m_rendering_engine->finalize();
1295 auto formspec = m_game_ui->getFormspecGUI();
1297 formspec->quitMenu();
1299 #ifdef HAVE_TOUCHSCREENGUI
1300 g_touchscreengui->hide();
1303 showOverlayMessage(N_("Shutting down..."), 0, 0, false);
1308 if (gui_chat_console)
1309 gui_chat_console->drop();
1315 while (g_menumgr.menuCount() > 0) {
1316 g_menumgr.m_stack.front()->setVisible(false);
1317 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1320 m_game_ui->deleteFormspec();
1322 chat_backend->addMessage(L"", L"# Disconnected.");
1323 chat_backend->addMessage(L"", L"");
1324 m_chat_log_buf.clear();
1328 while (!client->isShutdown()) {
1329 assert(texture_src != NULL);
1330 assert(shader_src != NULL);
1331 texture_src->processQueue();
1332 shader_src->processQueue();
1339 /****************************************************************************/
1340 /****************************************************************************
1342 ****************************************************************************/
1343 /****************************************************************************/
1346 const std::string &map_dir,
1347 const std::string &address,
1349 const SubgameSpec &gamespec)
1351 texture_src = createTextureSource();
1353 showOverlayMessage(N_("Loading..."), 0, 0);
1355 shader_src = createShaderSource();
1357 itemdef_manager = createItemDefManager();
1358 nodedef_manager = createNodeDefManager();
1360 eventmgr = new EventManager();
1361 quicktune = new QuicktuneShortcutter();
1363 if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1364 && eventmgr && quicktune))
1370 // Create a server if not connecting to an existing one
1371 if (address.empty()) {
1372 if (!createSingleplayerServer(map_dir, gamespec, port))
1379 bool Game::initSound()
1382 if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
1383 infostream << "Attempting to use OpenAL audio" << std::endl;
1384 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1386 infostream << "Failed to initialize OpenAL audio" << std::endl;
1388 infostream << "Sound disabled." << std::endl;
1392 infostream << "Using dummy audio." << std::endl;
1393 sound = &dummySoundManager;
1394 sound_is_dummy = true;
1397 soundmaker = new SoundMaker(sound, nodedef_manager);
1401 soundmaker->registerReceiver(eventmgr);
1406 bool Game::createSingleplayerServer(const std::string &map_dir,
1407 const SubgameSpec &gamespec, u16 port)
1409 showOverlayMessage(N_("Creating server..."), 0, 5);
1411 std::string bind_str = g_settings->get("bind_address");
1412 Address bind_addr(0, 0, 0, 0, port);
1414 if (g_settings->getBool("ipv6_server")) {
1415 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1419 bind_addr.Resolve(bind_str.c_str());
1420 } catch (ResolveError &e) {
1421 infostream << "Resolving bind address \"" << bind_str
1422 << "\" failed: " << e.what()
1423 << " -- Listening on all addresses." << std::endl;
1426 if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1427 *error_message = fmtgettext("Unable to listen on %s because IPv6 is disabled",
1428 bind_addr.serializeString().c_str());
1429 errorstream << *error_message << std::endl;
1433 server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr,
1434 false, nullptr, error_message);
1440 bool Game::createClient(const GameStartData &start_data)
1442 showOverlayMessage(N_("Creating client..."), 0, 10);
1444 draw_control = new MapDrawControl();
1448 bool could_connect, connect_aborted;
1449 #ifdef HAVE_TOUCHSCREENGUI
1450 if (g_touchscreengui) {
1451 g_touchscreengui->init(texture_src);
1452 g_touchscreengui->hide();
1455 if (!connectToServer(start_data, &could_connect, &connect_aborted))
1458 if (!could_connect) {
1459 if (error_message->empty() && !connect_aborted) {
1460 // Should not happen if error messages are set properly
1461 *error_message = gettext("Connection failed for unknown reason");
1462 errorstream << *error_message << std::endl;
1467 if (!getServerContent(&connect_aborted)) {
1468 if (error_message->empty() && !connect_aborted) {
1469 // Should not happen if error messages are set properly
1470 *error_message = gettext("Connection failed for unknown reason");
1471 errorstream << *error_message << std::endl;
1476 auto *scsf = new GameGlobalShaderConstantSetterFactory(
1477 &m_flags.force_fog_off, &runData.fog_range, client);
1478 shader_src->addShaderConstantSetterFactory(scsf);
1480 // Update cached textures, meshes and materials
1481 client->afterContentReceived();
1485 camera = new Camera(*draw_control, client, m_rendering_engine);
1486 if (client->modsLoaded())
1487 client->getScript()->on_camera_ready(camera);
1488 client->setCamera(camera);
1489 #ifdef HAVE_TOUCHSCREENGUI
1490 if (g_touchscreengui) {
1491 g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
1497 if (m_cache_enable_clouds)
1498 clouds = new Clouds(smgr, -1, time(0));
1502 sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
1504 skybox = NULL; // This is used/set later on in the main run loop
1506 /* Pre-calculated values
1508 video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1510 v2u32 size = t->getOriginalSize();
1511 crack_animation_length = size.Y / size.X;
1513 crack_animation_length = 5;
1519 /* Set window caption
1521 std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1523 str += utf8_to_wide(g_version_hash);
1525 const wchar_t *text = nullptr;
1526 if (simple_singleplayer_mode)
1527 text = wgettext("Singleplayer");
1529 text = wgettext("Multiplayer");
1536 str += driver->getName();
1539 device->setWindowCaption(str.c_str());
1541 LocalPlayer *player = client->getEnv().getLocalPlayer();
1542 player->hurt_tilt_timer = 0;
1543 player->hurt_tilt_strength = 0;
1545 hud = new Hud(client, player, &player->inventory);
1547 mapper = client->getMinimap();
1549 if (mapper && client->modsLoaded())
1550 client->getScript()->on_minimap_ready(mapper);
1555 bool Game::initGui()
1559 // Remove stale "recent" chat messages from previous connections
1560 chat_backend->clearRecentChat();
1562 // Make sure the size of the recent messages buffer is right
1563 chat_backend->applySettings();
1565 // Chat backend and console
1566 gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1567 -1, chat_backend, client, &g_menumgr);
1569 #ifdef HAVE_TOUCHSCREENGUI
1571 if (g_touchscreengui)
1572 g_touchscreengui->show();
1579 bool Game::connectToServer(const GameStartData &start_data,
1580 bool *connect_ok, bool *connection_aborted)
1582 *connect_ok = false; // Let's not be overly optimistic
1583 *connection_aborted = false;
1584 bool local_server_mode = false;
1586 showOverlayMessage(N_("Resolving address..."), 0, 15);
1588 Address connect_address(0, 0, 0, 0, start_data.socket_port);
1591 connect_address.Resolve(start_data.address.c_str());
1593 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1594 if (connect_address.isIPv6()) {
1595 IPv6AddressBytes addr_bytes;
1596 addr_bytes.bytes[15] = 1;
1597 connect_address.setAddress(&addr_bytes);
1599 connect_address.setAddress(127, 0, 0, 1);
1601 local_server_mode = true;
1603 } catch (ResolveError &e) {
1604 *error_message = fmtgettext("Couldn't resolve address: %s", e.what());
1606 errorstream << *error_message << std::endl;
1610 if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1611 *error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str());
1612 errorstream << *error_message << std::endl;
1617 client = new Client(start_data.name.c_str(),
1618 start_data.password, start_data.address,
1619 *draw_control, texture_src, shader_src,
1620 itemdef_manager, nodedef_manager, sound, eventmgr,
1621 m_rendering_engine, connect_address.isIPv6(), m_game_ui.get(),
1622 start_data.allow_login_or_register);
1623 client->migrateModStorage();
1624 } catch (const BaseException &e) {
1625 *error_message = fmtgettext("Error creating client: %s", e.what());
1626 errorstream << *error_message << std::endl;
1630 client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1632 infostream << "Connecting to server at ";
1633 connect_address.print(infostream);
1634 infostream << std::endl;
1636 client->connect(connect_address,
1637 simple_singleplayer_mode || local_server_mode);
1640 Wait for server to accept connection
1646 FpsControl fps_control;
1648 f32 wait_time = 0; // in seconds
1650 fps_control.reset();
1652 while (m_rendering_engine->run()) {
1654 fps_control.limit(device, &dtime);
1656 // Update client and server
1657 client->step(dtime);
1660 server->step(dtime);
1663 if (client->getState() == LC_Init) {
1669 if (*connection_aborted)
1672 if (client->accessDenied()) {
1673 *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
1674 *reconnect_requested = client->reconnectRequested();
1675 errorstream << *error_message << std::endl;
1679 if (input->cancelPressed()) {
1680 *connection_aborted = true;
1681 infostream << "Connect aborted [Escape]" << std::endl;
1686 // Only time out if we aren't waiting for the server we started
1687 if (!start_data.address.empty() && wait_time > 10) {
1688 *error_message = gettext("Connection timed out.");
1689 errorstream << *error_message << std::endl;
1694 showOverlayMessage(N_("Connecting to server..."), dtime, 20);
1696 } catch (con::PeerNotFoundException &e) {
1697 // TODO: Should something be done here? At least an info/error
1705 bool Game::getServerContent(bool *aborted)
1709 FpsControl fps_control;
1710 f32 dtime; // in seconds
1712 fps_control.reset();
1714 while (m_rendering_engine->run()) {
1716 fps_control.limit(device, &dtime);
1718 // Update client and server
1719 client->step(dtime);
1722 server->step(dtime);
1725 if (client->mediaReceived() && client->itemdefReceived() &&
1726 client->nodedefReceived()) {
1731 if (!checkConnection())
1734 if (client->getState() < LC_Init) {
1735 *error_message = gettext("Client disconnected");
1736 errorstream << *error_message << std::endl;
1740 if (input->cancelPressed()) {
1742 infostream << "Connect aborted [Escape]" << std::endl;
1749 if (!client->itemdefReceived()) {
1750 const wchar_t *text = wgettext("Item definitions...");
1752 m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1755 } else if (!client->nodedefReceived()) {
1756 const wchar_t *text = wgettext("Node definitions...");
1758 m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1762 std::ostringstream message;
1763 std::fixed(message);
1764 message.precision(0);
1765 float receive = client->mediaReceiveProgress() * 100;
1766 message << gettext("Media...");
1768 message << " " << receive << "%";
1769 message.precision(2);
1771 if ((USE_CURL == 0) ||
1772 (!g_settings->getBool("enable_remote_media_server"))) {
1773 float cur = client->getCurRate();
1774 std::string cur_unit = gettext("KiB/s");
1778 cur_unit = gettext("MiB/s");
1781 message << " (" << cur << ' ' << cur_unit << ")";
1784 progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1785 m_rendering_engine->draw_load_screen(utf8_to_wide(message.str()), guienv,
1786 texture_src, dtime, progress);
1794 /****************************************************************************/
1795 /****************************************************************************
1797 ****************************************************************************/
1798 /****************************************************************************/
1800 inline void Game::updateInteractTimers(f32 dtime)
1802 if (runData.nodig_delay_timer >= 0)
1803 runData.nodig_delay_timer -= dtime;
1805 if (runData.object_hit_delay_timer >= 0)
1806 runData.object_hit_delay_timer -= dtime;
1808 runData.time_from_last_punch += dtime;
1812 /* returns false if game should exit, otherwise true
1814 inline bool Game::checkConnection()
1816 if (client->accessDenied()) {
1817 *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
1818 *reconnect_requested = client->reconnectRequested();
1819 errorstream << *error_message << std::endl;
1827 /* returns false if game should exit, otherwise true
1829 inline bool Game::handleCallbacks()
1831 if (g_gamecallback->disconnect_requested) {
1832 g_gamecallback->disconnect_requested = false;
1836 if (g_gamecallback->changepassword_requested) {
1837 (new GUIPasswordChange(guienv, guiroot, -1,
1838 &g_menumgr, client, texture_src))->drop();
1839 g_gamecallback->changepassword_requested = false;
1842 if (g_gamecallback->changevolume_requested) {
1843 (new GUIVolumeChange(guienv, guiroot, -1,
1844 &g_menumgr, texture_src))->drop();
1845 g_gamecallback->changevolume_requested = false;
1848 if (g_gamecallback->keyconfig_requested) {
1849 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1850 &g_menumgr, texture_src))->drop();
1851 g_gamecallback->keyconfig_requested = false;
1854 if (g_gamecallback->keyconfig_changed) {
1855 input->keycache.populate(); // update the cache with new settings
1856 g_gamecallback->keyconfig_changed = false;
1863 void Game::processQueues()
1865 texture_src->processQueue();
1866 itemdef_manager->processQueue(client);
1867 shader_src->processQueue();
1870 void Game::updateDebugState()
1872 LocalPlayer *player = client->getEnv().getLocalPlayer();
1874 // debug UI and wireframe
1875 bool has_debug = client->checkPrivilege("debug");
1876 bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
1878 if (m_game_ui->m_flags.show_basic_debug) {
1879 if (!has_basic_debug)
1880 m_game_ui->m_flags.show_basic_debug = false;
1881 } else if (m_game_ui->m_flags.show_minimal_debug) {
1882 if (has_basic_debug)
1883 m_game_ui->m_flags.show_basic_debug = true;
1885 if (!has_basic_debug)
1886 hud->disableBlockBounds();
1888 draw_control->show_wireframe = false;
1891 draw_control->allow_noclip = m_cache_enable_noclip && client->checkPrivilege("noclip");
1894 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
1897 float profiler_print_interval =
1898 g_settings->getFloat("profiler_print_interval");
1899 bool print_to_log = true;
1901 if (profiler_print_interval == 0) {
1902 print_to_log = false;
1903 profiler_print_interval = 3;
1906 if (profiler_interval.step(dtime, profiler_print_interval)) {
1908 infostream << "Profiler:" << std::endl;
1909 g_profiler->print(infostream);
1912 m_game_ui->updateProfiler();
1913 g_profiler->clear();
1916 // Update update graphs
1917 g_profiler->graphAdd("Time non-rendering [us]",
1918 draw_times.busy_time - stats.drawtime);
1920 g_profiler->graphAdd("Sleep [us]", draw_times.sleep_time);
1921 g_profiler->graphAdd("FPS", 1.0f / dtime);
1924 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1931 /* Time average and jitter calculation
1933 jp = &stats->dtime_jitter;
1934 jp->avg = jp->avg * 0.96 + dtime * 0.04;
1936 jitter = dtime - jp->avg;
1938 if (jitter > jp->max)
1941 jp->counter += dtime;
1943 if (jp->counter > 0.0) {
1945 jp->max_sample = jp->max;
1946 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1950 /* Busytime average and jitter calculation
1952 jp = &stats->busy_time_jitter;
1953 jp->avg = jp->avg + draw_times.getBusyMs() * 0.02;
1955 jitter = draw_times.getBusyMs() - jp->avg;
1957 if (jitter > jp->max)
1959 if (jitter < jp->min)
1962 jp->counter += dtime;
1964 if (jp->counter > 0.0) {
1966 jp->max_sample = jp->max;
1967 jp->min_sample = jp->min;
1975 /****************************************************************************
1977 ****************************************************************************/
1979 void Game::processUserInput(f32 dtime)
1981 // Reset input if window not active or some menu is active
1982 if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1984 #ifdef HAVE_TOUCHSCREENGUI
1985 g_touchscreengui->hide();
1988 #ifdef HAVE_TOUCHSCREENGUI
1989 else if (g_touchscreengui) {
1990 /* on touchscreengui step may generate own input events which ain't
1991 * what we want in case we just did clear them */
1992 g_touchscreengui->show();
1993 g_touchscreengui->step(dtime);
1997 if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1998 gui_chat_console->closeConsoleAtOnce();
2001 // Input handler step() (used by the random input generator)
2005 auto formspec = m_game_ui->getFormspecGUI();
2007 formspec->getAndroidUIInput();
2009 handleAndroidChatInput();
2012 // Increase timer for double tap of "keymap_jump"
2013 if (m_cache_doubletap_jump && runData.jump_timer_up <= 0.2f)
2014 runData.jump_timer_up += dtime;
2015 if (m_cache_doubletap_jump && runData.jump_timer_down <= 0.4f)
2016 runData.jump_timer_down += dtime;
2019 processItemSelection(&runData.new_playeritem);
2023 void Game::processKeyInput()
2025 if (wasKeyDown(KeyType::DROP)) {
2026 dropSelectedItem(isKeyDown(KeyType::SNEAK));
2027 } else if (wasKeyDown(KeyType::SWAP_OFFHAND)) {
2029 } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
2030 toggleAutoforward();
2031 } else if (wasKeyDown(KeyType::BACKWARD)) {
2032 if (g_settings->getBool("continuous_forward"))
2033 toggleAutoforward();
2034 } else if (wasKeyDown(KeyType::INVENTORY)) {
2036 } else if (input->cancelPressed()) {
2038 m_android_chat_open = false;
2040 if (!gui_chat_console->isOpenInhibited()) {
2043 } else if (wasKeyDown(KeyType::CHAT)) {
2044 openConsole(0.2, L"");
2045 } else if (wasKeyDown(KeyType::CMD)) {
2046 openConsole(0.2, L"/");
2047 } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
2048 if (client->modsLoaded())
2049 openConsole(0.2, L".");
2051 m_game_ui->showTranslatedStatusText("Client side scripting is disabled");
2052 } else if (wasKeyDown(KeyType::CONSOLE)) {
2053 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
2054 } else if (wasKeyDown(KeyType::FREEMOVE)) {
2056 } else if (wasKeyDown(KeyType::JUMP)) {
2057 toggleFreeMoveAlt();
2058 } else if (wasKeyDown(KeyType::PITCHMOVE)) {
2060 } else if (wasKeyDown(KeyType::FASTMOVE)) {
2062 } else if (wasKeyDown(KeyType::NOCLIP)) {
2065 } else if (wasKeyDown(KeyType::MUTE)) {
2066 if (g_settings->getBool("enable_sound")) {
2067 bool new_mute_sound = !g_settings->getBool("mute_sound");
2068 g_settings->setBool("mute_sound", new_mute_sound);
2070 m_game_ui->showTranslatedStatusText("Sound muted");
2072 m_game_ui->showTranslatedStatusText("Sound unmuted");
2074 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2076 } else if (wasKeyDown(KeyType::INC_VOLUME)) {
2077 if (g_settings->getBool("enable_sound")) {
2078 float new_volume = g_settings->getFloat("sound_volume", 0.0f, 0.9f) + 0.1f;
2079 g_settings->setFloat("sound_volume", new_volume);
2080 std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
2081 m_game_ui->showStatusText(msg);
2083 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2085 } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
2086 if (g_settings->getBool("enable_sound")) {
2087 float new_volume = g_settings->getFloat("sound_volume", 0.1f, 1.0f) - 0.1f;
2088 g_settings->setFloat("sound_volume", new_volume);
2089 std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
2090 m_game_ui->showStatusText(msg);
2092 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2095 } else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME)
2096 || wasKeyDown(KeyType::DEC_VOLUME)) {
2097 m_game_ui->showTranslatedStatusText("Sound system is not supported on this build");
2099 } else if (wasKeyDown(KeyType::CINEMATIC)) {
2101 } else if (wasKeyDown(KeyType::SCREENSHOT)) {
2102 client->makeScreenshot();
2103 } else if (wasKeyDown(KeyType::TOGGLE_BLOCK_BOUNDS)) {
2104 toggleBlockBounds();
2105 } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
2106 m_game_ui->toggleHud();
2107 } else if (wasKeyDown(KeyType::MINIMAP)) {
2108 toggleMinimap(isKeyDown(KeyType::SNEAK));
2109 } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
2110 m_game_ui->toggleChat(client);
2111 } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
2113 } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
2114 toggleUpdateCamera();
2115 } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
2117 } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
2118 m_game_ui->toggleProfiler();
2119 } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
2120 increaseViewRange();
2121 } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
2122 decreaseViewRange();
2123 } else if (wasKeyDown(KeyType::RANGESELECT)) {
2124 toggleFullViewRange();
2125 } else if (wasKeyDown(KeyType::ZOOM)) {
2127 } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
2129 } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
2131 } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
2133 } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
2137 if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
2138 runData.reset_jump_timer = false;
2139 runData.jump_timer_up = 0.0f;
2142 if (quicktune->hasMessage()) {
2143 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
2147 void Game::processItemSelection(u16 *new_playeritem)
2149 LocalPlayer *player = client->getEnv().getLocalPlayer();
2151 /* Item selection using mouse wheel
2153 *new_playeritem = player->getWieldIndex();
2154 s32 wheel = input->getMouseWheel();
2155 u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
2156 player->hud_hotbar_itemcount - 1);
2160 if (wasKeyDown(KeyType::HOTBAR_NEXT))
2163 if (wasKeyDown(KeyType::HOTBAR_PREV))
2167 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2169 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2172 /* Item selection using hotbar slot keys
2174 for (u16 i = 0; i <= max_item; i++) {
2175 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2176 *new_playeritem = i;
2181 // Clamp selection again in case it wasn't changed but max_item was
2182 *new_playeritem = MYMIN(*new_playeritem, max_item);
2186 void Game::dropSelectedItem(bool single_item)
2188 IDropAction *a = new IDropAction();
2189 a->count = single_item ? 1 : 0;
2190 a->from_inv.setCurrentPlayer();
2191 a->from_list = "main";
2192 a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2193 client->inventoryAction(a);
2197 void Game::swapOffhand()
2200 IMoveAction *a = new IMoveAction();
2202 a->from_inv.setCurrentPlayer();
2203 a->from_list = "main";
2204 a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2205 a->to_inv.setCurrentPlayer();
2206 a->to_list = "offhand";
2210 client->getEnv().getLocalPlayer()->getWieldedItem(&selected, nullptr);
2212 if (selected.name == "") {
2213 auto tmp_list = a->from_list;
2214 auto tmp_i = a->from_i;
2215 a->from_list = a->to_list;
2216 a->from_i = a->to_i;
2217 a->to_list = tmp_list;
2221 client->inventoryAction(a);
2225 void Game::openInventory()
2228 * Don't permit to open inventory is CAO or player doesn't exists.
2229 * This prevent showing an empty inventory at player load
2232 LocalPlayer *player = client->getEnv().getLocalPlayer();
2233 if (!player || !player->getCAO())
2236 infostream << "Game: Launching inventory" << std::endl;
2238 PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2240 InventoryLocation inventoryloc;
2241 inventoryloc.setCurrentPlayer();
2243 if (client->modsLoaded() && client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2248 if (fs_src->getForm().empty()) {
2253 TextDest *txt_dst = new TextDestPlayerInventory(client);
2254 auto *&formspec = m_game_ui->updateFormspec("");
2255 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2256 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2258 formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2262 void Game::openConsole(float scale, const wchar_t *line)
2264 assert(scale > 0.0f && scale <= 1.0f);
2267 porting::showInputDialog(gettext("ok"), "", "", 2);
2268 m_android_chat_open = true;
2270 if (gui_chat_console->isOpenInhibited())
2272 gui_chat_console->openConsole(scale);
2274 gui_chat_console->setCloseOnEnter(true);
2275 gui_chat_console->replaceAndAddToHistory(line);
2281 void Game::handleAndroidChatInput()
2283 if (m_android_chat_open && porting::getInputDialogState() == 0) {
2284 std::string text = porting::getInputDialogValue();
2285 client->typeChatMessage(utf8_to_wide(text));
2286 m_android_chat_open = false;
2292 void Game::toggleFreeMove()
2294 bool free_move = !g_settings->getBool("free_move");
2295 g_settings->set("free_move", bool_to_cstr(free_move));
2298 if (client->checkPrivilege("fly")) {
2299 m_game_ui->showTranslatedStatusText("Fly mode enabled");
2301 m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2304 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2308 void Game::toggleFreeMoveAlt()
2310 if (!runData.reset_jump_timer) {
2311 runData.jump_timer_down_before = runData.jump_timer_down;
2312 runData.jump_timer_down = 0.0f;
2315 // key down (0.2 s max.), then key up (0.2 s max.), then key down
2316 if (m_cache_doubletap_jump && runData.jump_timer_up < 0.2f &&
2317 runData.jump_timer_down_before < 0.4f) // 0.2 + 0.2
2320 runData.reset_jump_timer = true;
2324 void Game::togglePitchMove()
2326 bool pitch_move = !g_settings->getBool("pitch_move");
2327 g_settings->set("pitch_move", bool_to_cstr(pitch_move));
2330 m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
2332 m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
2337 void Game::toggleFast()
2339 bool fast_move = !g_settings->getBool("fast_move");
2340 bool has_fast_privs = client->checkPrivilege("fast");
2341 g_settings->set("fast_move", bool_to_cstr(fast_move));
2344 if (has_fast_privs) {
2345 m_game_ui->showTranslatedStatusText("Fast mode enabled");
2347 m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2350 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2353 #ifdef HAVE_TOUCHSCREENGUI
2354 m_cache_hold_aux1 = fast_move && has_fast_privs;
2359 void Game::toggleNoClip()
2361 bool noclip = !g_settings->getBool("noclip");
2362 g_settings->set("noclip", bool_to_cstr(noclip));
2365 if (client->checkPrivilege("noclip")) {
2366 m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2368 m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2371 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2375 void Game::toggleCinematic()
2377 bool cinematic = !g_settings->getBool("cinematic");
2378 g_settings->set("cinematic", bool_to_cstr(cinematic));
2381 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2383 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2386 void Game::toggleBlockBounds()
2388 LocalPlayer *player = client->getEnv().getLocalPlayer();
2389 if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
2390 m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)");
2393 enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
2395 case Hud::BLOCK_BOUNDS_OFF:
2396 m_game_ui->showTranslatedStatusText("Block bounds hidden");
2398 case Hud::BLOCK_BOUNDS_CURRENT:
2399 m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
2401 case Hud::BLOCK_BOUNDS_NEAR:
2402 m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
2404 case Hud::BLOCK_BOUNDS_MAX:
2405 m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
2412 // Autoforward by toggling continuous forward.
2413 void Game::toggleAutoforward()
2415 bool autorun_enabled = !g_settings->getBool("continuous_forward");
2416 g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2418 if (autorun_enabled)
2419 m_game_ui->showTranslatedStatusText("Automatic forward enabled");
2421 m_game_ui->showTranslatedStatusText("Automatic forward disabled");
2424 void Game::toggleMinimap(bool shift_pressed)
2426 if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2430 mapper->toggleMinimapShape();
2434 // TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
2436 // Not so satisying code to keep compatibility with old fixed mode system
2438 u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2440 if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
2441 m_game_ui->m_flags.show_minimap = false;
2444 // If radar is disabled, try to find a non radar mode or fall back to 0
2445 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE))
2446 while (mapper->getModeIndex() &&
2447 mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
2450 m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
2454 // End of 'not so satifying code'
2455 if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
2456 (hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
2457 m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
2459 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2462 void Game::toggleFog()
2464 bool fog_enabled = g_settings->getBool("enable_fog");
2465 g_settings->setBool("enable_fog", !fog_enabled);
2467 m_game_ui->showTranslatedStatusText("Fog disabled");
2469 m_game_ui->showTranslatedStatusText("Fog enabled");
2473 void Game::toggleDebug()
2475 LocalPlayer *player = client->getEnv().getLocalPlayer();
2476 bool has_debug = client->checkPrivilege("debug");
2477 bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
2478 // Initial: No debug info
2479 // 1x toggle: Debug text
2480 // 2x toggle: Debug text with profiler graph
2481 // 3x toggle: Debug text and wireframe (needs "debug" priv)
2482 // Next toggle: Back to initial
2484 // The debug text can be in 2 modes: minimal and basic.
2485 // * Minimal: Only technical client info that not gameplay-relevant
2486 // * Basic: Info that might give gameplay advantage, e.g. pos, angle
2487 // Basic mode is used when player has the debug HUD flag set,
2488 // otherwise the Minimal mode is used.
2489 if (!m_game_ui->m_flags.show_minimal_debug) {
2490 m_game_ui->m_flags.show_minimal_debug = true;
2491 if (has_basic_debug)
2492 m_game_ui->m_flags.show_basic_debug = true;
2493 m_game_ui->m_flags.show_profiler_graph = false;
2494 draw_control->show_wireframe = false;
2495 m_game_ui->showTranslatedStatusText("Debug info shown");
2496 } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2497 if (has_basic_debug)
2498 m_game_ui->m_flags.show_basic_debug = true;
2499 m_game_ui->m_flags.show_profiler_graph = true;
2500 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2501 } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2502 if (has_basic_debug)
2503 m_game_ui->m_flags.show_basic_debug = true;
2504 m_game_ui->m_flags.show_profiler_graph = false;
2505 draw_control->show_wireframe = true;
2506 m_game_ui->showTranslatedStatusText("Wireframe shown");
2508 m_game_ui->m_flags.show_minimal_debug = false;
2509 m_game_ui->m_flags.show_basic_debug = false;
2510 m_game_ui->m_flags.show_profiler_graph = false;
2511 draw_control->show_wireframe = false;
2513 m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2515 m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2521 void Game::toggleUpdateCamera()
2523 m_flags.disable_camera_update = !m_flags.disable_camera_update;
2524 if (m_flags.disable_camera_update)
2525 m_game_ui->showTranslatedStatusText("Camera update disabled");
2527 m_game_ui->showTranslatedStatusText("Camera update enabled");
2531 void Game::increaseViewRange()
2533 s16 range = g_settings->getS16("viewing_range");
2534 s16 range_new = range + 10;
2536 if (range_new > 4000) {
2538 std::wstring msg = fwgettext("Viewing range is at maximum: %d", range_new);
2539 m_game_ui->showStatusText(msg);
2541 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2542 m_game_ui->showStatusText(msg);
2544 g_settings->set("viewing_range", itos(range_new));
2548 void Game::decreaseViewRange()
2550 s16 range = g_settings->getS16("viewing_range");
2551 s16 range_new = range - 10;
2553 if (range_new < 20) {
2555 std::wstring msg = fwgettext("Viewing range is at minimum: %d", range_new);
2556 m_game_ui->showStatusText(msg);
2558 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2559 m_game_ui->showStatusText(msg);
2561 g_settings->set("viewing_range", itos(range_new));
2565 void Game::toggleFullViewRange()
2567 draw_control->range_all = !draw_control->range_all;
2568 if (draw_control->range_all)
2569 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2571 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2575 void Game::checkZoomEnabled()
2577 LocalPlayer *player = client->getEnv().getLocalPlayer();
2578 if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
2579 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2582 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2586 device->getCursorControl()->setRelativeMode(false);
2588 device->getCursorControl()->setRelativeMode(true);
2591 if ((device->isWindowActive() && device->isWindowFocused()
2592 && !isMenuActive()) || input->isRandom()) {
2595 if (!input->isRandom()) {
2596 // Mac OSX gets upset if this is set every frame
2597 if (device->getCursorControl()->isVisible())
2598 device->getCursorControl()->setVisible(false);
2602 if (m_first_loop_after_window_activation) {
2603 m_first_loop_after_window_activation = false;
2605 input->setMousePos(driver->getScreenSize().Width / 2,
2606 driver->getScreenSize().Height / 2);
2608 updateCameraOrientation(cam, dtime);
2614 // Mac OSX gets upset if this is set every frame
2615 if (!device->getCursorControl()->isVisible())
2616 device->getCursorControl()->setVisible(true);
2619 m_first_loop_after_window_activation = true;
2624 // Get the factor to multiply with sensitivity to get the same mouse/joystick
2625 // responsiveness independently of FOV.
2626 f32 Game::getSensitivityScaleFactor() const
2628 f32 fov_y = client->getCamera()->getFovY();
2630 // Multiply by a constant such that it becomes 1.0 at 72 degree FOV and
2631 // 16:9 aspect ratio to minimize disruption of existing sensitivity
2633 return tan(fov_y / 2.0f) * 1.3763818698f;
2636 ClientDynamicInfo Game::getCurrentDynamicInfo() const
2638 v2u32 screen_size = RenderingEngine::getWindowSize();
2639 f32 density = RenderingEngine::getDisplayDensity();
2640 f32 gui_scaling = g_settings->getFloat("gui_scaling") * density;
2641 f32 hud_scaling = g_settings->getFloat("hud_scaling") * density;
2644 screen_size, gui_scaling, hud_scaling,
2645 ClientDynamicInfo::calculateMaxFSSize(screen_size)
2649 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2651 #ifdef HAVE_TOUCHSCREENGUI
2652 if (g_touchscreengui) {
2653 cam->camera_yaw += g_touchscreengui->getYawChange();
2654 cam->camera_pitch = g_touchscreengui->getPitch();
2657 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2658 v2s32 dist = input->getMousePos() - center;
2660 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2664 f32 sens_scale = getSensitivityScaleFactor();
2665 cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity * sens_scale;
2666 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity * sens_scale;
2668 if (dist.X != 0 || dist.Y != 0)
2669 input->setMousePos(center.X, center.Y);
2670 #ifdef HAVE_TOUCHSCREENGUI
2674 if (m_cache_enable_joysticks) {
2675 f32 sens_scale = getSensitivityScaleFactor();
2676 f32 c = m_cache_joystick_frustum_sensitivity * dtime * sens_scale;
2677 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2678 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2681 cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2685 void Game::updatePlayerControl(const CameraOrientation &cam)
2687 LocalPlayer *player = client->getEnv().getLocalPlayer();
2689 //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2691 PlayerControl control(
2692 isKeyDown(KeyType::FORWARD),
2693 isKeyDown(KeyType::BACKWARD),
2694 isKeyDown(KeyType::LEFT),
2695 isKeyDown(KeyType::RIGHT),
2696 isKeyDown(KeyType::JUMP) || player->getAutojump(),
2697 isKeyDown(KeyType::AUX1),
2698 isKeyDown(KeyType::SNEAK),
2699 isKeyDown(KeyType::ZOOM),
2700 isKeyDown(KeyType::DIG),
2701 isKeyDown(KeyType::PLACE),
2704 input->getMovementSpeed(),
2705 input->getMovementDirection()
2708 // autoforward if set: move at maximum speed
2709 if (player->getPlayerSettings().continuous_forward &&
2710 client->activeObjectsReceived() && !player->isDead()) {
2711 control.movement_speed = 1.0f;
2712 // sideways movement only
2713 float dx = sin(control.movement_direction);
2714 control.movement_direction = atan2(dx, 1.0f);
2717 #ifdef HAVE_TOUCHSCREENGUI
2718 /* For touch, simulate holding down AUX1 (fast move) if the user has
2719 * the fast_move setting toggled on. If there is an aux1 key defined for
2720 * touch then its meaning is inverted (i.e. holding aux1 means walk and
2723 if (m_cache_hold_aux1) {
2724 control.aux1 = control.aux1 ^ true;
2728 client->setPlayerControl(control);
2734 inline void Game::step(f32 dtime)
2737 server->step(dtime);
2739 client->step(dtime);
2742 static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
2745 for (auto &&child: node->getChildren())
2746 pauseNodeAnimation(paused, child);
2747 if (node->getType() != scene::ESNT_ANIMATED_MESH)
2749 auto animated_node = static_cast<scene::IAnimatedMeshSceneNode *>(node);
2750 float speed = animated_node->getAnimationSpeed();
2753 paused.push_back({grab(animated_node), speed});
2754 animated_node->setAnimationSpeed(0.0f);
2757 void Game::pauseAnimation()
2759 pauseNodeAnimation(paused_animated_nodes, smgr->getRootSceneNode());
2762 void Game::resumeAnimation()
2764 for (auto &&pair: paused_animated_nodes)
2765 pair.first->setAnimationSpeed(pair.second);
2766 paused_animated_nodes.clear();
2769 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2770 {&Game::handleClientEvent_None},
2771 {&Game::handleClientEvent_PlayerDamage},
2772 {&Game::handleClientEvent_PlayerForceMove},
2773 {&Game::handleClientEvent_Deathscreen},
2774 {&Game::handleClientEvent_ShowFormSpec},
2775 {&Game::handleClientEvent_ShowLocalFormSpec},
2776 {&Game::handleClientEvent_HandleParticleEvent},
2777 {&Game::handleClientEvent_HandleParticleEvent},
2778 {&Game::handleClientEvent_HandleParticleEvent},
2779 {&Game::handleClientEvent_HudAdd},
2780 {&Game::handleClientEvent_HudRemove},
2781 {&Game::handleClientEvent_HudChange},
2782 {&Game::handleClientEvent_SetSky},
2783 {&Game::handleClientEvent_SetSun},
2784 {&Game::handleClientEvent_SetMoon},
2785 {&Game::handleClientEvent_SetStars},
2786 {&Game::handleClientEvent_OverrideDayNigthRatio},
2787 {&Game::handleClientEvent_CloudParams},
2790 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2792 FATAL_ERROR("ClientEvent type None received");
2795 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2797 if (client->modsLoaded())
2798 client->getScript()->on_damage_taken(event->player_damage.amount);
2800 if (!event->player_damage.effect)
2803 // Damage flash and hurt tilt are not used at death
2804 if (client->getHP() > 0) {
2805 LocalPlayer *player = client->getEnv().getLocalPlayer();
2807 f32 hp_max = player->getCAO() ?
2808 player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT;
2809 f32 damage_ratio = event->player_damage.amount / hp_max;
2811 runData.damage_flash += 95.0f + 64.f * damage_ratio;
2812 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2814 player->hurt_tilt_timer = 1.5f;
2815 player->hurt_tilt_strength =
2816 rangelim(damage_ratio * 5.0f, 1.0f, 4.0f);
2819 // Play damage sound
2820 client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2823 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2825 cam->camera_yaw = event->player_force_move.yaw;
2826 cam->camera_pitch = event->player_force_move.pitch;
2829 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2831 // If client scripting is enabled, deathscreen is handled by CSM code in
2832 // builtin/client/init.lua
2833 if (client->modsLoaded())
2834 client->getScript()->on_death();
2836 showDeathFormspec();
2838 /* Handle visualization */
2839 LocalPlayer *player = client->getEnv().getLocalPlayer();
2840 runData.damage_flash = 0;
2841 player->hurt_tilt_timer = 0;
2842 player->hurt_tilt_strength = 0;
2845 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2847 if (event->show_formspec.formspec->empty()) {
2848 auto formspec = m_game_ui->getFormspecGUI();
2849 if (formspec && (event->show_formspec.formname->empty()
2850 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2851 formspec->quitMenu();
2854 FormspecFormSource *fs_src =
2855 new FormspecFormSource(*(event->show_formspec.formspec));
2856 TextDestPlayerInventory *txt_dst =
2857 new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2859 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2860 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2861 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2864 delete event->show_formspec.formspec;
2865 delete event->show_formspec.formname;
2868 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2870 FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2871 LocalFormspecHandler *txt_dst =
2872 new LocalFormspecHandler(*event->show_formspec.formname, client);
2873 GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, m_rendering_engine->get_gui_env(),
2874 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2876 delete event->show_formspec.formspec;
2877 delete event->show_formspec.formname;
2880 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2881 CameraOrientation *cam)
2883 LocalPlayer *player = client->getEnv().getLocalPlayer();
2884 client->getParticleManager()->handleParticleEvent(event, client, player);
2887 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2889 LocalPlayer *player = client->getEnv().getLocalPlayer();
2891 u32 server_id = event->hudadd->server_id;
2892 // ignore if we already have a HUD with that ID
2893 auto i = m_hud_server_to_client.find(server_id);
2894 if (i != m_hud_server_to_client.end()) {
2895 delete event->hudadd;
2899 HudElement *e = new HudElement;
2900 e->type = static_cast<HudElementType>(event->hudadd->type);
2901 e->pos = event->hudadd->pos;
2902 e->name = event->hudadd->name;
2903 e->scale = event->hudadd->scale;
2904 e->text = event->hudadd->text;
2905 e->number = event->hudadd->number;
2906 e->item = event->hudadd->item;
2907 e->dir = event->hudadd->dir;
2908 e->align = event->hudadd->align;
2909 e->offset = event->hudadd->offset;
2910 e->world_pos = event->hudadd->world_pos;
2911 e->size = event->hudadd->size;
2912 e->z_index = event->hudadd->z_index;
2913 e->text2 = event->hudadd->text2;
2914 e->style = event->hudadd->style;
2915 m_hud_server_to_client[server_id] = player->addHud(e);
2917 delete event->hudadd;
2920 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2922 LocalPlayer *player = client->getEnv().getLocalPlayer();
2924 auto i = m_hud_server_to_client.find(event->hudrm.id);
2925 if (i != m_hud_server_to_client.end()) {
2926 HudElement *e = player->removeHud(i->second);
2928 m_hud_server_to_client.erase(i);
2933 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2935 LocalPlayer *player = client->getEnv().getLocalPlayer();
2937 HudElement *e = nullptr;
2939 auto i = m_hud_server_to_client.find(event->hudchange->id);
2940 if (i != m_hud_server_to_client.end()) {
2941 e = player->getHud(i->second);
2945 delete event->hudchange;
2949 #define CASE_SET(statval, prop, dataprop) \
2951 e->prop = event->hudchange->dataprop; \
2954 switch (event->hudchange->stat) {
2955 CASE_SET(HUD_STAT_POS, pos, v2fdata);
2957 CASE_SET(HUD_STAT_NAME, name, sdata);
2959 CASE_SET(HUD_STAT_SCALE, scale, v2fdata);
2961 CASE_SET(HUD_STAT_TEXT, text, sdata);
2963 CASE_SET(HUD_STAT_NUMBER, number, data);
2965 CASE_SET(HUD_STAT_ITEM, item, data);
2967 CASE_SET(HUD_STAT_DIR, dir, data);
2969 CASE_SET(HUD_STAT_ALIGN, align, v2fdata);
2971 CASE_SET(HUD_STAT_OFFSET, offset, v2fdata);
2973 CASE_SET(HUD_STAT_WORLD_POS, world_pos, v3fdata);
2975 CASE_SET(HUD_STAT_SIZE, size, v2s32data);
2977 CASE_SET(HUD_STAT_Z_INDEX, z_index, data);
2979 CASE_SET(HUD_STAT_TEXT2, text2, sdata);
2981 CASE_SET(HUD_STAT_STYLE, style, data);
2986 delete event->hudchange;
2989 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2991 sky->setVisible(false);
2992 // Whether clouds are visible in front of a custom skybox.
2993 sky->setCloudsEnabled(event->set_sky->clouds);
2999 // Clear the old textures out in case we switch rendering type.
3000 sky->clearSkyboxTextures();
3001 // Handle according to type
3002 if (event->set_sky->type == "regular") {
3003 // Shows the mesh skybox
3004 sky->setVisible(true);
3005 // Update mesh based skybox colours if applicable.
3006 sky->setSkyColors(event->set_sky->sky_color);
3007 sky->setHorizonTint(
3008 event->set_sky->fog_sun_tint,
3009 event->set_sky->fog_moon_tint,
3010 event->set_sky->fog_tint_type
3012 } else if (event->set_sky->type == "skybox" &&
3013 event->set_sky->textures.size() == 6) {
3014 // Disable the dyanmic mesh skybox:
3015 sky->setVisible(false);
3017 sky->setFallbackBgColor(event->set_sky->bgcolor);
3018 // Set sunrise and sunset fog tinting:
3019 sky->setHorizonTint(
3020 event->set_sky->fog_sun_tint,
3021 event->set_sky->fog_moon_tint,
3022 event->set_sky->fog_tint_type
3024 // Add textures to skybox.
3025 for (int i = 0; i < 6; i++)
3026 sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
3028 // Handle everything else as plain color.
3029 if (event->set_sky->type != "plain")
3030 infostream << "Unknown sky type: "
3031 << (event->set_sky->type) << std::endl;
3032 sky->setVisible(false);
3033 sky->setFallbackBgColor(event->set_sky->bgcolor);
3034 // Disable directional sun/moon tinting on plain or invalid skyboxes.
3035 sky->setHorizonTint(
3036 event->set_sky->bgcolor,
3037 event->set_sky->bgcolor,
3043 sky->setBodyOrbitTilt(event->set_sky->body_orbit_tilt);
3045 delete event->set_sky;
3048 void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
3050 sky->setSunVisible(event->sun_params->visible);
3051 sky->setSunTexture(event->sun_params->texture,
3052 event->sun_params->tonemap, texture_src);
3053 sky->setSunScale(event->sun_params->scale);
3054 sky->setSunriseVisible(event->sun_params->sunrise_visible);
3055 sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
3056 delete event->sun_params;
3059 void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
3061 sky->setMoonVisible(event->moon_params->visible);
3062 sky->setMoonTexture(event->moon_params->texture,
3063 event->moon_params->tonemap, texture_src);
3064 sky->setMoonScale(event->moon_params->scale);
3065 delete event->moon_params;
3068 void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
3070 sky->setStarsVisible(event->star_params->visible);
3071 sky->setStarCount(event->star_params->count);
3072 sky->setStarColor(event->star_params->starcolor);
3073 sky->setStarScale(event->star_params->scale);
3074 sky->setStarDayOpacity(event->star_params->day_opacity);
3075 delete event->star_params;
3078 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
3079 CameraOrientation *cam)
3081 client->getEnv().setDayNightRatioOverride(
3082 event->override_day_night_ratio.do_override,
3083 event->override_day_night_ratio.ratio_f * 1000.0f);
3086 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
3091 clouds->setDensity(event->cloud_params.density);
3092 clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
3093 clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
3094 clouds->setHeight(event->cloud_params.height);
3095 clouds->setThickness(event->cloud_params.thickness);
3096 clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
3099 void Game::processClientEvents(CameraOrientation *cam)
3101 while (client->hasClientEvents()) {
3102 std::unique_ptr<ClientEvent> event(client->getClientEvent());
3103 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
3104 const ClientEventHandler& evHandler = clientEventHandler[event->type];
3105 (this->*evHandler.handler)(event.get(), cam);
3109 void Game::updateChat(f32 dtime)
3111 // Get new messages from error log buffer
3112 while (!m_chat_log_buf.empty())
3113 chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
3115 // Get new messages from client
3116 std::wstring message;
3117 while (client->getChatMessage(message)) {
3118 chat_backend->addUnparsedMessage(message);
3121 // Remove old messages
3122 chat_backend->step(dtime);
3124 // Display all messages in a static text element
3125 auto &buf = chat_backend->getRecentBuffer();
3126 if (buf.getLinesModified()) {
3127 buf.resetLinesModified();
3128 m_game_ui->setChatText(chat_backend->getRecentChat(), buf.getLineCount());
3131 // Make sure that the size is still correct
3132 m_game_ui->updateChatSize();
3135 void Game::updateCamera(f32 dtime)
3137 LocalPlayer *player = client->getEnv().getLocalPlayer();
3140 For interaction purposes, get info about the held item
3142 - Is it a usable item?
3143 - Can it point to liquids?
3145 ItemStack playeritem;
3147 ItemStack selected, hand;
3148 playeritem = player->getWieldedItem(&selected, &hand);
3151 ToolCapabilities playeritem_toolcap =
3152 playeritem.getToolCapabilities(itemdef_manager);
3154 v3s16 old_camera_offset = camera->getOffset();
3156 if (wasKeyDown(KeyType::CAMERA_MODE)) {
3157 GenericCAO *playercao = player->getCAO();
3159 // If playercao not loaded, don't change camera
3163 camera->toggleCameraMode();
3165 #ifdef HAVE_TOUCHSCREENGUI
3166 if (g_touchscreengui)
3167 g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
3170 // Make the player visible depending on camera mode.
3171 playercao->updateMeshCulling();
3172 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
3175 float full_punch_interval = playeritem_toolcap.full_punch_interval;
3176 float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
3178 tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
3179 camera->update(player, dtime, tool_reload_ratio);
3180 camera->step(dtime);
3182 f32 camera_fov = camera->getFovMax();
3183 v3s16 camera_offset = camera->getOffset();
3185 m_camera_offset_changed = (camera_offset != old_camera_offset);
3187 if (!m_flags.disable_camera_update) {
3188 v3f camera_position = camera->getPosition();
3189 v3f camera_direction = camera->getDirection();
3191 client->getEnv().getClientMap().updateCamera(camera_position,
3192 camera_direction, camera_fov, camera_offset);
3194 if (m_camera_offset_changed) {
3195 client->updateCameraOffset(camera_offset);
3196 client->getEnv().updateCameraOffset(camera_offset);
3199 clouds->updateCameraOffset(camera_offset);
3205 void Game::updateSound(f32 dtime)
3207 // Update sound listener
3208 v3s16 camera_offset = camera->getOffset();
3209 sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
3210 v3f(0, 0, 0), // velocity
3211 camera->getDirection(),
3212 camera->getCameraNode()->getUpVector());
3214 bool mute_sound = g_settings->getBool("mute_sound");
3216 sound->setListenerGain(0.0f);
3218 // Check if volume is in the proper range, else fix it.
3219 float old_volume = g_settings->getFloat("sound_volume");
3220 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
3221 sound->setListenerGain(new_volume);
3223 if (old_volume != new_volume) {
3224 g_settings->setFloat("sound_volume", new_volume);
3228 LocalPlayer *player = client->getEnv().getLocalPlayer();
3230 // Tell the sound maker whether to make footstep sounds
3231 soundmaker->makes_footstep_sound = player->makes_footstep_sound;
3233 // Update sound maker
3234 if (player->makes_footstep_sound)
3235 soundmaker->step(dtime);
3237 ClientMap &map = client->getEnv().getClientMap();
3238 MapNode n = map.getNode(player->getFootstepNodePos());
3239 soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
3243 void Game::processPlayerInteraction(f32 dtime, bool show_hud)
3245 LocalPlayer *player = client->getEnv().getLocalPlayer();
3247 const v3f camera_direction = camera->getDirection();
3248 const v3s16 camera_offset = camera->getOffset();
3251 Calculate what block is the crosshair pointing to
3254 ItemStack selected_item, hand_item, offhand_item, place_item;
3255 const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3257 const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
3258 f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
3260 core::line3d<f32> shootline;
3262 switch (camera->getCameraMode()) {
3263 case CAMERA_MODE_FIRST:
3264 // Shoot from camera position, with bobbing
3265 shootline.start = camera->getPosition();
3267 case CAMERA_MODE_THIRD:
3268 // Shoot from player head, no bobbing
3269 shootline.start = camera->getHeadPosition();
3271 case CAMERA_MODE_THIRD_FRONT:
3272 shootline.start = camera->getHeadPosition();
3273 // prevent player pointing anything in front-view
3277 shootline.end = shootline.start + camera_direction * BS * d;
3279 #ifdef HAVE_TOUCHSCREENGUI
3280 if (g_touchscreengui && isNoCrosshairAllowed()) {
3281 shootline = g_touchscreengui->getShootline();
3282 // Scale shootline to the acual distance the player can reach
3283 shootline.end = shootline.start +
3284 shootline.getVector().normalize() * BS * d;
3285 shootline.start += intToFloat(camera_offset, BS);
3286 shootline.end += intToFloat(camera_offset, BS);
3290 PointedThing pointed = updatePointedThing(shootline,
3291 selected_def.liquids_pointable,
3292 !runData.btn_down_for_dig,
3295 player->getOffhandWieldedItem(&offhand_item, &place_item, itemdef_manager, pointed);
3297 if (pointed != runData.pointed_old)
3298 infostream << "Pointing at " << pointed.dump() << std::endl;
3300 // Note that updating the selection mesh every frame is not particularly efficient,
3301 // but the halo rendering code is already inefficient so there's no point in optimizing it here
3302 hud->updateSelectionMesh(camera_offset);
3304 // Allow digging again if button is not pressed
3305 if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
3306 runData.digging_blocked = false;
3310 - releasing dig button
3311 - pointing away from node
3313 if (runData.digging) {
3314 if (wasKeyReleased(KeyType::DIG)) {
3315 infostream << "Dig button released (stopped digging)" << std::endl;
3316 runData.digging = false;
3317 } else if (pointed != runData.pointed_old) {
3318 if (pointed.type == POINTEDTHING_NODE
3319 && runData.pointed_old.type == POINTEDTHING_NODE
3320 && pointed.node_undersurface
3321 == runData.pointed_old.node_undersurface) {
3322 // Still pointing to the same node, but a different face.
3325 infostream << "Pointing away from node (stopped digging)" << std::endl;
3326 runData.digging = false;
3327 hud->updateSelectionMesh(camera_offset);
3331 if (!runData.digging) {
3332 client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
3333 client->setCrack(-1, v3s16(0, 0, 0));
3334 runData.dig_time = 0.0;
3336 } else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
3337 // Remove e.g. torches faster when clicking instead of holding dig button
3338 runData.nodig_delay_timer = 0;
3339 runData.dig_instantly = false;
3342 if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
3343 runData.btn_down_for_dig = false;
3345 runData.punching = false;
3347 soundmaker->m_player_leftpunch_sound = SimpleSoundSpec();
3348 soundmaker->m_player_leftpunch_sound2 = pointed.type != POINTEDTHING_NOTHING ?
3349 selected_def.sound_use : selected_def.sound_use_air;
3351 // Prepare for repeating, unless we're not supposed to
3352 if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
3353 runData.repeat_place_timer += dtime;
3355 runData.repeat_place_timer = 0;
3357 if (selected_def.usable && isKeyDown(KeyType::DIG)) {
3358 if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
3359 !client->getScript()->on_item_use(selected_item, pointed)))
3360 client->interact(INTERACT_USE, pointed);
3361 } else if (pointed.type == POINTEDTHING_NODE) {
3362 handlePointingAtNode(pointed, selected_item, hand_item, place_item, dtime);
3363 } else if (pointed.type == POINTEDTHING_OBJECT) {
3364 v3f player_position = player->getPosition();
3365 bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
3366 handlePointingAtObject(pointed, tool_item, player_position,
3367 m_game_ui->m_flags.show_basic_debug && basic_debug_allowed);
3368 } else if (isKeyDown(KeyType::DIG)) {
3369 // When button is held down in air, show continuous animation
3370 runData.punching = true;
3371 // Run callback even though item is not usable
3372 if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
3373 client->getScript()->on_item_use(selected_item, pointed);
3374 } else if (wasKeyPressed(KeyType::PLACE)) {
3375 handlePointingAtNothing(place_item);
3378 runData.pointed_old = pointed;
3380 if (runData.punching || wasKeyPressed(KeyType::DIG))
3381 camera->setDigging(0, MAINHAND); // dig animation
3383 input->clearWasKeyPressed();
3384 input->clearWasKeyReleased();
3385 // Ensure DIG & PLACE are marked as handled
3386 wasKeyDown(KeyType::DIG);
3387 wasKeyDown(KeyType::PLACE);
3389 input->joystick.clearWasKeyPressed(KeyType::DIG);
3390 input->joystick.clearWasKeyPressed(KeyType::PLACE);
3392 input->joystick.clearWasKeyReleased(KeyType::DIG);
3393 input->joystick.clearWasKeyReleased(KeyType::PLACE);
3397 PointedThing Game::updatePointedThing(
3398 const core::line3d<f32> &shootline,
3399 bool liquids_pointable,
3400 bool look_for_object,
3401 const v3s16 &camera_offset)
3403 std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3404 selectionboxes->clear();
3405 hud->setSelectedFaceNormal(v3f());
3406 static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3407 "show_entity_selectionbox");
3409 ClientEnvironment &env = client->getEnv();
3410 ClientMap &map = env.getClientMap();
3411 const NodeDefManager *nodedef = map.getNodeDefManager();
3413 runData.selected_object = NULL;
3414 hud->pointing_at_object = false;
3416 RaycastState s(shootline, look_for_object, liquids_pointable);
3417 PointedThing result;
3418 env.continueRaycast(&s, &result);
3419 if (result.type == POINTEDTHING_OBJECT) {
3420 hud->pointing_at_object = true;
3422 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3423 aabb3f selection_box;
3424 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3425 runData.selected_object->getSelectionBox(&selection_box)) {
3426 v3f pos = runData.selected_object->getPosition();
3427 selectionboxes->push_back(aabb3f(selection_box));
3428 hud->setSelectionPos(pos, camera_offset);
3429 GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
3430 if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
3431 hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
3433 hud->setSelectionRotation(v3f());
3435 hud->setSelectedFaceNormal(result.raw_intersection_normal);
3436 } else if (result.type == POINTEDTHING_NODE) {
3437 // Update selection boxes
3438 MapNode n = map.getNode(result.node_undersurface);
3439 std::vector<aabb3f> boxes;
3440 n.getSelectionBoxes(nodedef, &boxes,
3441 n.getNeighbors(result.node_undersurface, &map));
3444 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3445 i != boxes.end(); ++i) {
3447 box.MinEdge -= v3f(d, d, d);
3448 box.MaxEdge += v3f(d, d, d);
3449 selectionboxes->push_back(box);
3451 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3453 hud->setSelectionRotation(v3f());
3454 hud->setSelectedFaceNormal(result.intersection_normal);
3457 // Update selection mesh light level and vertex colors
3458 if (!selectionboxes->empty()) {
3459 v3f pf = hud->getSelectionPos();
3460 v3s16 p = floatToInt(pf, BS);
3462 // Get selection mesh light level
3463 MapNode n = map.getNode(p);
3464 u16 node_light = getInteriorLight(n, -1, nodedef);
3465 u16 light_level = node_light;
3467 for (const v3s16 &dir : g_6dirs) {
3468 n = map.getNode(p + dir);
3469 node_light = getInteriorLight(n, -1, nodedef);
3470 if (node_light > light_level)
3471 light_level = node_light;
3474 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3476 final_color_blend(&c, light_level, daynight_ratio);
3478 // Modify final color a bit with time
3479 u32 timer = client->getEnv().getFrameTime() % 5000;
3480 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3481 float sin_r = 0.08f * std::sin(timerf);
3482 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3483 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3484 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3485 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3486 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3488 // Set mesh final color
3489 hud->setSelectionMeshColor(c);
3495 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3497 infostream << "Attempted to place item while pointing at nothing" << std::endl;
3498 PointedThing fauxPointed;
3499 fauxPointed.type = POINTEDTHING_NOTHING;
3500 client->interact(INTERACT_ACTIVATE, fauxPointed);
3504 void Game::handlePointingAtNode(const PointedThing &pointed,
3505 const ItemStack &selected_item, const ItemStack &hand_item,
3506 const ItemStack &place_item, f32 dtime)
3508 v3s16 nodepos = pointed.node_undersurface;
3509 v3s16 neighborpos = pointed.node_abovesurface;
3512 Check information text of node
3515 ClientMap &map = client->getEnv().getClientMap();
3517 if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
3518 && !runData.digging_blocked
3519 && client->checkPrivilege("interact")) {
3520 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3523 // This should be done after digging handling
3524 NodeMetadata *meta = map.getNodeMetadata(nodepos);
3527 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3528 meta->getString("infotext"))));
3530 MapNode n = map.getNode(nodepos);
3532 if (nodedef_manager->get(n).name == "unknown") {
3533 m_game_ui->setInfoText(L"Unknown node");
3537 if ((wasKeyPressed(KeyType::PLACE) ||
3538 runData.repeat_place_timer >= m_repeat_place_time) &&
3539 client->checkPrivilege("interact")) {
3540 runData.repeat_place_timer = 0;
3541 infostream << "Place button pressed while looking at ground" << std::endl;
3543 // Placing animation (always shown for feedback)
3544 if (place_item == selected_item)
3545 camera->setDigging(1, MAINHAND);
3547 camera->setDigging(1, OFFHAND);
3549 soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
3551 // If the wielded item has node placement prediction,
3553 // And also set the sound and send the interact
3554 // But first check for meta formspec and rightclickable
3555 auto &def = place_item.getDefinition(itemdef_manager);
3556 bool placed = nodePlacement(def, place_item, nodepos, neighborpos,
3559 if (placed && client->modsLoaded())
3560 client->getScript()->on_placenode(pointed, def);
3564 bool Game::nodePlacement(const ItemDefinition &selected_def,
3565 const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos,
3566 const PointedThing &pointed, const NodeMetadata *meta)
3568 const auto &prediction = selected_def.node_placement_prediction;
3570 const NodeDefManager *nodedef = client->ndef();
3571 ClientMap &map = client->getEnv().getClientMap();
3573 bool is_valid_position;
3575 node = map.getNode(nodepos, &is_valid_position);
3576 if (!is_valid_position) {
3577 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3582 if (meta && !meta->getString("formspec").empty() && !input->isRandom()
3583 && !isKeyDown(KeyType::SNEAK)) {
3584 // on_rightclick callbacks are called anyway
3585 if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
3586 client->interact(INTERACT_PLACE, pointed);
3588 infostream << "Launching custom inventory view" << std::endl;
3590 InventoryLocation inventoryloc;
3591 inventoryloc.setNodeMeta(nodepos);
3593 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3594 &client->getEnv().getClientMap(), nodepos);
3595 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3597 auto *&formspec = m_game_ui->updateFormspec("");
3598 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
3599 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
3601 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3605 // on_rightclick callback
3606 if (prediction.empty() || (nodedef->get(node).rightclickable &&
3607 !isKeyDown(KeyType::SNEAK))) {
3609 client->interact(INTERACT_PLACE, pointed);
3613 verbosestream << "Node placement prediction for "
3614 << selected_def.name << " is " << prediction << std::endl;
3615 v3s16 p = neighborpos;
3617 // Place inside node itself if buildable_to
3618 MapNode n_under = map.getNode(nodepos, &is_valid_position);
3619 if (is_valid_position) {
3620 if (nodedef->get(n_under).buildable_to) {
3623 node = map.getNode(p, &is_valid_position);
3624 if (is_valid_position && !nodedef->get(node).buildable_to) {
3625 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3627 client->interact(INTERACT_PLACE, pointed);
3633 // Find id of predicted node
3635 bool found = nodedef->getId(prediction, id);
3638 errorstream << "Node placement prediction failed for "
3639 << selected_def.name << " (places " << prediction
3640 << ") - Name not known" << std::endl;
3641 // Handle this as if prediction was empty
3643 client->interact(INTERACT_PLACE, pointed);
3647 const ContentFeatures &predicted_f = nodedef->get(id);
3649 // Compare core.item_place_node() for what the server does with param2
3650 MapNode predicted_node(id, 0, 0);
3652 const u8 place_param2 = selected_def.place_param2;
3655 predicted_node.setParam2(place_param2);
3656 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3657 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3658 v3s16 dir = nodepos - neighborpos;
3660 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3661 predicted_node.setParam2(dir.Y < 0 ? 1 : 0);
3662 } else if (abs(dir.X) > abs(dir.Z)) {
3663 predicted_node.setParam2(dir.X < 0 ? 3 : 2);
3665 predicted_node.setParam2(dir.Z < 0 ? 5 : 4);
3667 } else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3668 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
3669 predicted_f.param_type_2 == CPT2_4DIR ||
3670 predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3671 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3673 if (abs(dir.X) > abs(dir.Z)) {
3674 predicted_node.setParam2(dir.X < 0 ? 3 : 1);
3676 predicted_node.setParam2(dir.Z < 0 ? 2 : 0);
3680 // Check attachment if node is in group attached_node
3681 int an = itemgroup_get(predicted_f.groups, "attached_node");
3686 pp = p + v3s16(0, -1, 0);
3687 } else if (an == 4) {
3688 pp = p + v3s16(0, 1, 0);
3689 } else if (an == 2) {
3690 if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3691 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
3692 predicted_f.param_type_2 == CPT2_4DIR ||
3693 predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3694 pp = p + facedir_dirs[predicted_node.getFaceDir(nodedef)];
3698 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3699 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3700 pp = p + predicted_node.getWallMountedDir(nodedef);
3702 pp = p + v3s16(0, -1, 0);
3705 if (!nodedef->get(map.getNode(pp)).walkable) {
3706 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3708 client->interact(INTERACT_PLACE, pointed);
3714 if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
3715 || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3716 || predicted_f.param_type_2 == CPT2_COLORED_4DIR
3717 || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3718 const auto &indexstr = selected_item.metadata.
3719 getString("palette_index", 0);
3720 if (!indexstr.empty()) {
3721 s32 index = mystoi(indexstr);
3722 if (predicted_f.param_type_2 == CPT2_COLOR) {
3723 predicted_node.setParam2(index);
3724 } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3725 // param2 = pure palette index + other
3726 predicted_node.setParam2((index & 0xf8) | (predicted_node.getParam2() & 0x07));
3727 } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3728 // param2 = pure palette index + other
3729 predicted_node.setParam2((index & 0xe0) | (predicted_node.getParam2() & 0x1f));
3730 } else if (predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3731 // param2 = pure palette index + other
3732 predicted_node.setParam2((index & 0xfc) | (predicted_node.getParam2() & 0x03));
3737 // Add node to client map
3739 LocalPlayer *player = client->getEnv().getLocalPlayer();
3741 // Don't place node when player would be inside new node
3742 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3743 if (!predicted_f.walkable ||
3744 g_settings->getBool("enable_build_where_you_stand") ||
3745 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3746 (predicted_f.walkable &&
3747 neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3748 neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3749 // This triggers the required mesh update too
3750 client->addNode(p, predicted_node);
3752 client->interact(INTERACT_PLACE, pointed);
3753 // A node is predicted, also play a sound
3754 soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
3757 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3760 } catch (const InvalidPositionException &e) {
3761 errorstream << "Node placement prediction failed for "
3762 << selected_def.name << " (places "
3763 << prediction << ") - Position not loaded" << std::endl;
3764 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3769 void Game::handlePointingAtObject(const PointedThing &pointed,
3770 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3772 std::wstring infotext = unescape_translate(
3773 utf8_to_wide(runData.selected_object->infoText()));
3776 if (!infotext.empty()) {
3779 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3782 m_game_ui->setInfoText(infotext);
3784 if (isKeyDown(KeyType::DIG)) {
3785 bool do_punch = false;
3786 bool do_punch_damage = false;
3788 if (runData.object_hit_delay_timer <= 0.0) {
3790 do_punch_damage = true;
3791 runData.object_hit_delay_timer = object_hit_delay;
3794 if (wasKeyPressed(KeyType::DIG))
3798 infostream << "Punched object" << std::endl;
3799 runData.punching = true;
3802 if (do_punch_damage) {
3803 // Report direct punch
3804 v3f objpos = runData.selected_object->getPosition();
3805 v3f dir = (objpos - player_position).normalize();
3807 bool disable_send = runData.selected_object->directReportPunch(
3808 dir, &tool_item, runData.time_from_last_punch);
3809 runData.time_from_last_punch = 0;
3812 client->interact(INTERACT_START_DIGGING, pointed);
3814 } else if (wasKeyDown(KeyType::PLACE)) {
3815 infostream << "Pressed place button while pointing at object" << std::endl;
3816 client->interact(INTERACT_PLACE, pointed); // place
3821 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3822 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3824 // See also: serverpackethandle.cpp, action == 2
3825 LocalPlayer *player = client->getEnv().getLocalPlayer();
3826 ClientMap &map = client->getEnv().getClientMap();
3827 MapNode n = map.getNode(nodepos);
3828 const auto &features = nodedef_manager->get(n);
3830 // NOTE: Similar piece of code exists on the server side for
3832 // Get digging parameters
3833 DigParams params = getDigParams(features.groups,
3834 &selected_item.getToolCapabilities(itemdef_manager),
3835 selected_item.wear);
3837 // If can't dig, try hand
3838 if (!params.diggable) {
3839 params = getDigParams(features.groups,
3840 &hand_item.getToolCapabilities(itemdef_manager));
3843 if (!params.diggable) {
3844 // I guess nobody will wait for this long
3845 runData.dig_time_complete = 10000000.0;
3847 runData.dig_time_complete = params.time;
3849 if (m_cache_enable_particles) {
3850 client->getParticleManager()->addNodeParticle(client,
3851 player, nodepos, n, features);
3855 if (!runData.digging) {
3856 infostream << "Started digging" << std::endl;
3857 runData.dig_instantly = runData.dig_time_complete == 0;
3858 if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
3861 client->interact(INTERACT_START_DIGGING, pointed);
3862 runData.digging = true;
3863 runData.btn_down_for_dig = true;
3866 if (!runData.dig_instantly) {
3867 runData.dig_index = (float)crack_animation_length
3869 / runData.dig_time_complete;
3871 // This is for e.g. torches
3872 runData.dig_index = crack_animation_length;
3875 const auto &sound_dig = features.sound_dig;
3877 if (sound_dig.exists() && params.diggable) {
3878 if (sound_dig.name == "__group") {
3879 if (!params.main_group.empty()) {
3880 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3881 soundmaker->m_player_leftpunch_sound.name =
3882 std::string("default_dig_") +
3886 soundmaker->m_player_leftpunch_sound = sound_dig;
3890 // Don't show cracks if not diggable
3891 if (runData.dig_time_complete >= 100000.0) {
3892 } else if (runData.dig_index < crack_animation_length) {
3893 client->setCrack(runData.dig_index, nodepos);
3895 infostream << "Digging completed" << std::endl;
3896 client->setCrack(-1, v3s16(0, 0, 0));
3898 runData.dig_time = 0;
3899 runData.digging = false;
3900 // we successfully dug, now block it from repeating if we want to be safe
3901 if (g_settings->getBool("safe_dig_and_place"))
3902 runData.digging_blocked = true;
3904 runData.nodig_delay_timer =
3905 runData.dig_time_complete / (float)crack_animation_length;
3907 // We don't want a corresponding delay to very time consuming nodes
3908 // and nodes without digging time (e.g. torches) get a fixed delay.
3909 if (runData.nodig_delay_timer > 0.3)
3910 runData.nodig_delay_timer = 0.3;
3911 else if (runData.dig_instantly)
3912 runData.nodig_delay_timer = 0.15;
3914 if (client->modsLoaded() &&
3915 client->getScript()->on_dignode(nodepos, n)) {
3919 if (features.node_dig_prediction == "air") {
3920 client->removeNode(nodepos);
3921 } else if (!features.node_dig_prediction.empty()) {
3923 bool found = nodedef_manager->getId(features.node_dig_prediction, id);
3925 client->addNode(nodepos, id, true);
3927 // implicit else: no prediction
3929 client->interact(INTERACT_DIGGING_COMPLETED, pointed);
3931 if (m_cache_enable_particles) {
3932 client->getParticleManager()->addDiggingParticles(client,
3933 player, nodepos, n, features);
3937 // Send event to trigger sound
3938 client->getEventManager()->put(new NodeDugEvent(nodepos, n));
3941 if (runData.dig_time_complete < 100000.0) {
3942 runData.dig_time += dtime;
3944 runData.dig_time = 0;
3945 client->setCrack(-1, nodepos);
3948 camera->setDigging(0, MAINHAND); // Dig animation
3951 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3952 const CameraOrientation &cam)
3954 TimeTaker tt_update("Game::updateFrame()");
3955 LocalPlayer *player = client->getEnv().getLocalPlayer();
3961 client->getEnv().updateFrameTime(m_is_paused);
3967 if (draw_control->range_all) {
3968 runData.fog_range = 100000 * BS;
3970 runData.fog_range = draw_control->wanted_range * BS;
3974 Calculate general brightness
3976 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3977 float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3978 float direct_brightness;
3981 // When in noclip mode force same sky brightness as above ground so you
3983 if (draw_control->allow_noclip && m_cache_enable_free_move &&
3984 client->checkPrivilege("fly")) {
3985 direct_brightness = time_brightness;
3986 sunlight_seen = true;
3988 float old_brightness = sky->getBrightness();
3989 direct_brightness = client->getEnv().getClientMap()
3990 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3991 daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3995 float time_of_day_smooth = runData.time_of_day_smooth;
3996 float time_of_day = client->getEnv().getTimeOfDayF();
3998 static const float maxsm = 0.05f;
3999 static const float todsm = 0.05f;
4001 if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
4002 std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
4003 std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
4004 time_of_day_smooth = time_of_day;
4006 if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
4007 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
4008 + (time_of_day + 1.0) * todsm;
4010 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
4011 + time_of_day * todsm;
4013 runData.time_of_day_smooth = time_of_day_smooth;
4015 sky->update(time_of_day_smooth, time_brightness, direct_brightness,
4016 sunlight_seen, camera->getCameraMode(), player->getYaw(),
4017 player->getPitch());
4023 if (sky->getCloudsVisible()) {
4024 clouds->setVisible(true);
4025 clouds->step(dtime);
4026 // camera->getPosition is not enough for 3rd person views
4027 v3f camera_node_position = camera->getCameraNode()->getPosition();
4028 v3s16 camera_offset = camera->getOffset();
4029 camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
4030 camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
4031 camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
4032 clouds->update(camera_node_position,
4033 sky->getCloudColor());
4034 if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
4035 // if inside clouds, and fog enabled, use that as sky
4037 video::SColor clouds_dark = clouds->getColor()
4038 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
4039 sky->overrideColors(clouds_dark, clouds->getColor());
4040 sky->setInClouds(true);
4041 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
4042 // do not draw clouds after all
4043 clouds->setVisible(false);
4046 clouds->setVisible(false);
4053 client->getParticleManager()->step(dtime);
4059 if (m_cache_enable_fog) {
4062 video::EFT_FOG_LINEAR,
4063 runData.fog_range * m_cache_fog_start,
4064 runData.fog_range * 1.0,
4072 video::EFT_FOG_LINEAR,
4084 if (player->hurt_tilt_timer > 0.0f) {
4085 player->hurt_tilt_timer -= dtime * 6.0f;
4087 if (player->hurt_tilt_timer < 0.0f)
4088 player->hurt_tilt_strength = 0.0f;
4092 Update minimap pos and rotation
4094 if (mapper && m_game_ui->m_flags.show_hud) {
4095 mapper->setPos(floatToInt(player->getPosition(), BS));
4096 mapper->setAngle(player->getYaw());
4100 Get chat messages from client
4109 if (player->getWieldIndex() != runData.new_playeritem)
4110 client->setPlayerItem(runData.new_playeritem);
4112 if (client->updateWieldedItem()) {
4113 // Update wielded tool
4114 ItemStack selected_item, hand_item, offhand_item;
4115 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
4116 camera->wield(tool_item, MAINHAND);
4117 player->getOffhandWieldedItem(&offhand_item, nullptr, itemdef_manager, PointedThing());
4118 camera->wield(offhand_item, OFFHAND);
4122 Update block draw list every 200ms or when camera direction has
4125 runData.update_draw_list_timer += dtime;
4126 runData.touch_blocks_timer += dtime;
4128 bool draw_list_updated = false;
4130 float update_draw_list_delta = 0.2f;
4132 v3f camera_direction = camera->getDirection();
4133 if (runData.update_draw_list_timer >= update_draw_list_delta
4134 || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
4135 || m_camera_offset_changed
4136 || client->getEnv().getClientMap().needsUpdateDrawList()) {
4137 runData.update_draw_list_timer = 0;
4138 client->getEnv().getClientMap().updateDrawList();
4139 runData.update_draw_list_last_cam_dir = camera_direction;
4140 draw_list_updated = true;
4143 if (runData.touch_blocks_timer > update_draw_list_delta && !draw_list_updated) {
4144 client->getEnv().getClientMap().touchMapBlocks();
4145 runData.touch_blocks_timer = 0;
4148 if (RenderingEngine::get_shadow_renderer()) {
4152 m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
4155 make sure menu is on top
4156 1. Delete formspec menu reference if menu was removed
4157 2. Else, make sure formspec menu is on top
4159 auto formspec = m_game_ui->getFormspecGUI();
4160 do { // breakable. only runs for one iteration
4164 if (formspec->getReferenceCount() == 1) {
4165 m_game_ui->deleteFormspec();
4169 auto &loc = formspec->getFormspecLocation();
4170 if (loc.type == InventoryLocation::NODEMETA) {
4171 NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
4172 if (!meta || meta->getString("formspec").empty()) {
4173 formspec->quitMenu();
4179 guiroot->bringToFront(formspec);
4183 ==================== Drawing begins ====================
4185 const video::SColor skycolor = sky->getSkyColor();
4187 TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
4188 driver->beginScene(true, true, skycolor);
4190 bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
4191 (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
4192 (camera->getCameraMode() == CAMERA_MODE_FIRST));
4193 bool draw_crosshair = (
4194 (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
4195 (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
4196 #ifdef HAVE_TOUCHSCREENGUI
4197 if (isNoCrosshairAllowed())
4198 draw_crosshair = false;
4200 m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
4201 m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
4206 v2u32 screensize = driver->getScreenSize();
4208 if (m_game_ui->m_flags.show_profiler_graph)
4209 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
4214 if (runData.damage_flash > 0.0f) {
4215 video::SColor color(runData.damage_flash, 180, 0, 0);
4216 driver->draw2DRectangle(color,
4217 core::rect<s32>(0, 0, screensize.X, screensize.Y),
4220 runData.damage_flash -= 384.0f * dtime;
4224 ==================== End scene ====================
4229 stats->drawtime = tt_draw.stop(true);
4230 g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
4231 g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
4234 /* Log times and stuff for visualization */
4235 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
4237 Profiler::GraphValues values;
4238 g_profiler->graphGet(values);
4242 /****************************************************************************
4244 *****************************************************************************/
4245 void Game::updateShadows()
4247 ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer();
4251 float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
4253 float timeoftheday = getWickedTimeOfDay(in_timeofday);
4254 bool is_day = timeoftheday > 0.25 && timeoftheday < 0.75;
4255 bool is_shadow_visible = is_day ? sky->getSunVisible() : sky->getMoonVisible();
4256 shadow->setShadowIntensity(is_shadow_visible ? client->getEnv().getLocalPlayer()->getLighting().shadow_intensity : 0.0f);
4258 timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
4259 const float offset_constant = 10000.0f;
4261 v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
4263 v3f sun_pos = light * offset_constant;
4265 if (shadow->getDirectionalLightCount() == 0)
4266 shadow->addDirectionalLight();
4267 shadow->getDirectionalLight().setDirection(sun_pos);
4268 shadow->setTimeOfDay(in_timeofday);
4270 shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
4273 /****************************************************************************
4275 ****************************************************************************/
4277 void FpsControl::reset()
4279 last_time = porting::getTimeUs();
4283 * On some computers framerate doesn't seem to be automatically limited
4285 void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
4287 const float fps_limit = (device->isWindowFocused() && !g_menumgr.pausesGame())
4288 ? g_settings->getFloat("fps_max")
4289 : g_settings->getFloat("fps_max_unfocused");
4290 const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
4292 u64 time = porting::getTimeUs();
4294 if (time > last_time) // Make sure time hasn't overflowed
4295 busy_time = time - last_time;
4299 if (busy_time < frametime_min) {
4300 sleep_time = frametime_min - busy_time;
4301 if (sleep_time > 1000)
4302 sleep_ms(sleep_time / 1000);
4307 // Read the timer again to accurately determine how long we actually slept,
4308 // rather than calculating it by adding sleep_time to time.
4309 time = porting::getTimeUs();
4311 if (time > last_time) // Make sure last_time hasn't overflowed
4312 *dtime = (time - last_time) / 1000000.0f;
4319 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
4321 const wchar_t *wmsg = wgettext(msg);
4322 m_rendering_engine->draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
4327 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4329 ((Game *)data)->readSettings();
4332 void Game::readSettings()
4334 m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
4335 m_cache_enable_clouds = g_settings->getBool("enable_clouds");
4336 m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
4337 m_cache_enable_particles = g_settings->getBool("enable_particles");
4338 m_cache_enable_fog = g_settings->getBool("enable_fog");
4339 m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f);
4340 m_cache_joystick_frustum_sensitivity = std::max(g_settings->getFloat("joystick_frustum_sensitivity"), 0.001f);
4341 m_repeat_place_time = g_settings->getFloat("repeat_place_time", 0.16f, 2.0);
4343 m_cache_enable_noclip = g_settings->getBool("noclip");
4344 m_cache_enable_free_move = g_settings->getBool("free_move");
4346 m_cache_fog_start = g_settings->getFloat("fog_start");
4348 m_cache_cam_smoothing = 0;
4349 if (g_settings->getBool("cinematic"))
4350 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4352 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4354 m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4355 m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4356 m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4358 m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
4361 /****************************************************************************/
4362 /****************************************************************************
4364 ****************************************************************************/
4365 /****************************************************************************/
4367 void Game::showDeathFormspec()
4369 static std::string formspec_str =
4370 std::string("formspec_version[1]") +
4372 "bgcolor[#320000b4;true]"
4373 "label[4.85,1.35;" + gettext("You died") + "]"
4374 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4378 /* Note: FormspecFormSource and LocalFormspecHandler *
4379 * are deleted by guiFormSpecMenu */
4380 FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4381 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4383 auto *&formspec = m_game_ui->getFormspecGUI();
4384 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4385 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4386 formspec->setFocus("btn_respawn");
4389 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4390 void Game::showPauseMenu()
4392 #ifdef HAVE_TOUCHSCREENGUI
4393 static const std::string control_text = strgettext("Default Controls:\n"
4394 "No menu visible:\n"
4395 "- single tap: button activate\n"
4396 "- double tap: place/use\n"
4397 "- slide finger: look around\n"
4398 "Menu/Inventory visible:\n"
4399 "- double tap (outside):\n"
4401 "- touch stack, touch slot:\n"
4403 "- touch&drag, tap 2nd finger\n"
4404 " --> place single item to slot\n"
4407 static const std::string control_text_template = strgettext("Controls:\n"
4408 "- %s: move forwards\n"
4409 "- %s: move backwards\n"
4411 "- %s: move right\n"
4412 "- %s: jump/climb up\n"
4415 "- %s: sneak/climb down\n"
4417 "- %s: swap hand items\n"
4419 "- Mouse: turn/look\n"
4420 "- Mouse wheel: select item\n"
4424 char control_text_buf[600];
4426 porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4427 GET_KEY_NAME(keymap_forward),
4428 GET_KEY_NAME(keymap_backward),
4429 GET_KEY_NAME(keymap_left),
4430 GET_KEY_NAME(keymap_right),
4431 GET_KEY_NAME(keymap_jump),
4432 GET_KEY_NAME(keymap_dig),
4433 GET_KEY_NAME(keymap_place),
4434 GET_KEY_NAME(keymap_sneak),
4435 GET_KEY_NAME(keymap_drop),
4436 GET_KEY_NAME(keymap_swap_offhand),
4437 GET_KEY_NAME(keymap_inventory),
4438 GET_KEY_NAME(keymap_chat)
4441 std::string control_text = std::string(control_text_buf);
4442 str_formspec_escape(control_text);
4445 float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4446 std::ostringstream os;
4448 os << "formspec_version[1]" << SIZE_TAG
4449 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4450 << strgettext("Continue") << "]";
4452 if (!simple_singleplayer_mode) {
4453 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4454 << strgettext("Change Password") << "]";
4456 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4461 if (g_settings->getBool("enable_sound")) {
4462 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4463 << strgettext("Sound Volume") << "]";
4466 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4467 << strgettext("Change Keys") << "]";
4469 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4470 << strgettext("Exit to Menu") << "]";
4471 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4472 << strgettext("Exit to OS") << "]"
4473 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4474 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4476 << strgettext("Game info:") << "\n";
4477 const std::string &address = client->getAddressName();
4478 static const std::string mode = strgettext("- Mode: ");
4479 if (!simple_singleplayer_mode) {
4480 Address serverAddress = client->getServerAddress();
4481 if (!address.empty()) {
4482 os << mode << strgettext("Remote server") << "\n"
4483 << strgettext("- Address: ") << address;
4485 os << mode << strgettext("Hosting server");
4487 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4489 os << mode << strgettext("Singleplayer") << "\n";
4491 if (simple_singleplayer_mode || address.empty()) {
4492 static const std::string on = strgettext("On");
4493 static const std::string off = strgettext("Off");
4494 // Note: Status of enable_damage and creative_mode settings is intentionally
4495 // NOT shown here because the game might roll its own damage system and/or do
4496 // a per-player Creative Mode, in which case writing it here would mislead.
4497 bool damage = g_settings->getBool("enable_damage");
4498 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4499 if (!simple_singleplayer_mode) {
4501 const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4502 //~ PvP = Player versus Player
4503 os << strgettext("- PvP: ") << pvp << "\n";
4505 os << strgettext("- Public: ") << announced << "\n";
4506 std::string server_name = g_settings->get("server_name");
4507 str_formspec_escape(server_name);
4508 if (announced == on && !server_name.empty())
4509 os << strgettext("- Server Name: ") << server_name;
4516 /* Note: FormspecFormSource and LocalFormspecHandler *
4517 * are deleted by guiFormSpecMenu */
4518 FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4519 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4521 auto *&formspec = m_game_ui->getFormspecGUI();
4522 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4523 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4524 formspec->setFocus("btn_continue");
4525 // game will be paused in next step, if in singleplayer (see m_is_paused)
4526 formspec->doPause = true;
4529 /****************************************************************************/
4530 /****************************************************************************
4531 extern function for launching the game
4532 ****************************************************************************/
4533 /****************************************************************************/
4535 void the_game(bool *kill,
4536 InputHandler *input,
4537 RenderingEngine *rendering_engine,
4538 const GameStartData &start_data,
4539 std::string &error_message,
4540 ChatBackend &chat_backend,
4541 bool *reconnect_requested) // Used for local game
4545 /* Make a copy of the server address because if a local singleplayer server
4546 * is created then this is updated and we don't want to change the value
4547 * passed to us by the calling function
4552 if (game.startup(kill, input, rendering_engine, start_data,
4553 error_message, reconnect_requested, &chat_backend)) {
4557 } catch (SerializationError &e) {
4558 const std::string ver_err = fmtgettext("The server is probably running a different version of %s.", PROJECT_NAME_C);
4559 error_message = strgettext("A serialization error occurred:") +"\n"
4560 + e.what() + "\n\n" + ver_err;
4561 errorstream << error_message << std::endl;
4562 } catch (ServerError &e) {
4563 error_message = e.what();
4564 errorstream << "ServerError: " << error_message << std::endl;
4565 } catch (ModError &e) {
4566 // DO NOT TRANSLATE the `ModError`, it's used by ui.lua
4567 error_message = std::string("ModError: ") + e.what() +
4568 strgettext("\nCheck debug.txt for details.");
4569 errorstream << error_message << std::endl;